Unity PBR is a realistic terrain resource and rendering package developed by High Voltage Pictures. It is a line extension of the popular Topographical Terrain Environment (Tetra) software from Unity Technologies, which allows use of 3D map visualization and rendering of terrain. With its many demos, the official website has also explained in detail how the maps used in the renders are made. This article covers the use of Unity PBR material with the Seussian Particle Physics mod.
As explained on the website, there are two different ways in which to use PBR resources. The first is to use it as a stand-alone resource and generate terrain with the aid of a combination of bump maps, gravity fields and material properties. The second method is to combine the assets of PBR with a model that already contains terrain. In this case, all the generated geometry from PBR maps will be applied directly to the model without rendering it first. The model of the user is however required to be one that is supported by the appropriate physics system so that all the effects produced by the particles are properly applicable.
The idea behind PBR is to offer a realistic look and feel to the models that are rendered using the technique. This means that the same terrain will be rendered at different scales depending on the size of the particles used. For instance, the distance between two objects may be different depending on the size of the particles. The model that is being rendered will then be composed of these different sized particles.
There are a number of tools available for modifying the appearance of the Unity PBR maps. This includes the use of a material editor that allows the user to experiment with the various options that are available in terms of color and appearance. A physically based surface emission is also included in some cases so that the emission of particles offends the expectations of the physical laws. There are also other special effects that can be activated, such as those that alter the behavior of the particles in flight. A good example here is the introduction of turbulence.
A wide range of controls is also available for the particles that are rendered. When the size of the particles is changed, they may now respond according to the orientation of the camera. They can also respond to the velocity of the user or the force applied on them. There is also a detailed animation that can be seen, which makes the movements of the particles much more realistic. If the UV rendering option is used, then the translucency of the images will be greatly enhanced, making them appear much more life-like.
Unity Physically Based Rendering offers a great way to use the information provided by 3D visualization software like the Unity Engine. It has made the process of creating a believable environment for games much easier for the artists who are trying to make models that truly look real. There are many options for modifying the visual behaviors of the particles, and many experiments can be made using the materials of the game. The materials made using the Physically Based Renderer are, by default, made using the default behaviors, but the user can choose to change these to fit his preferences.