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P3D v4 [P3Dv4.4] PBR Update and questions about it.

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lithuania
Hello,
So with the new update of Prepar3D, the PBR support is added. I have a few questions about it. All answers are highly appreciated.
1. How is this going to affect the market?
2. Will people be still interested in the older sceneries with the fake reflection maps?
3. Will the support for Dynamic Reflections be the same as it always was?
4. Are there any tutorials, on how to convert pbr textures to be used in the sim. (Preferably MCX)?
6. Will there be any tutorials on how to get started with PBR and modelling specifically for a flight sim (If it’s different)?

Thanks for reading. I’ve also heard, that you have to re-do all the textures.... How come? I am in the middle of making textures for my scenery, and I don’t want to waste any time. Why aren’t the old textures fine?

Best regards,
AidasP
 
I am also curious about PBR, but I think the answers to those questions may become clear as we get more experience on the subject, hopefully in the following weeks.

I myself will do the first experiment with 4.4 this weekend.
But supposedly current sceneries are not to be affected by the new PBR support implemented, their appearance and behavior shall remain unchanged.

My additional question is if the PBR scenery objects/building will be noticeably different for normal user, from within the aircraft cockpit, from a distance I mean.

Clearly from close range it is noticeable, see:
 
Hello...

As sunayk stated, since the SDK v4.4 was just released (approximately 72 hours ago - as of this writing), many of us, haven't had the time to install or update. Most likely over this weekend, alot will come to light. There is some information concerning the PBR Materials within the Learning Center though:

https://www.prepar3d.com/SDKv4/LearningCenter.php (under the Modeling tab -> PBR Materials)

To get more information on what PBRs are and what they can do, there is a 3 part "tutorial" on the subject:

https://marmoset.co/posts/basic-theory-of-physically-based-rendering/ "Read First"
https://marmoset.co/posts/physically-based-rendering-and-you-can-too/
https://marmoset.co/posts/pbr-texture-conversion/#changes
 
Last edited:
my 2 cent

1. How is this going to affect the market?
you can find out in DCS, it the best simulation game that maximize the PBR at the moment
see post #135 for some screen capture
http://www.sim-outhouse.com/sohforu...ntroduction-to-3D-Workflow-in-Photoshop/page6

2. Will people be still interested in the older sceneries with the fake reflection maps?
from my opinion, applying PBR for scenery (airport) isn't give big difference, it more important to be use in aircraft, for realistic model and texture

4. Are there any tutorials, on how to convert pbr textures to be used in the sim. (Preferably MCX)?
6. Will there be any tutorials on how to get started with PBR and modelling specifically for a flight sim (If it’s different)?
P3D v4.4 Documentation cover PBR material, even though it not as detail as FSX material Documentation. but painting software such as Substance painter and Quixel, use this PBR for painting, more easier for developer to create more realistic texture
 
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