Re: HDR / PBR / compositor info

Cyber Gamer <[email protected]> Sat, 6 Jun 2026 09:41:43 +0200
Newsgroups gmane.games.flightgear.devel
Message-ID <CAJSjyDsyySe1-6iTLCeE1V5d6rixj0tWYRyZWAR6AwPZcGMOfw@mail.gmail.com>
Hello,

a while back I too started dabbling with HDR/PBR, my main intention was to
get to know HDR better and to understand PBR texturing. I got absolutely
hooked, once I found out what the deal was.

Anyway, here's the link to the discussion if anyone should need it:
https://forum.flightgear.org/viewtopic.php?f=4&t=41766&start=105


Cheers,

Cyber

On Thu, May 28, 2026 at 1:57 PM James Turner <[email protected]> wrote:

> Copying Stuart, I thought I'd fork off this thread, on some info on HDR /
> PBR / compositor modelling.
>
>
> On 27 May 2026, at 14:25, Willie Fleming <[email protected]> wrote:
>
> Should I even bother trying to get various AIs to search and summarise on
> all mentions of HDR and related terms across the wiki, the FG site and
> forums?
>
>
> I wouldn’t worry about creating a summary (AI or otherwise) yet, first you
> need to build some understanding of the pieces, eg by reading:
>
> https://arqive3d.com/blog/game-ready-3d-assets-pbr-workflow-2025
>
> (I just found this by Google, there’s many other tutorials)
>
> Blender also has many excellent tutorials in this area, and tooling to
> help with PBR texture creation. Unfortunately ‘Substance Designer’ which is
> the best-in-class tool here is an Adobe product now, I guess most people
> will not rush to subscribe to that :)
>
> For the rest of the terminology, I would simply use Google (etc), no AI
> summary needed. You could dig into the details of what the compositor does:
>
>
> https://gitlab.com/flightgear/fgdata/-/blob/next/Compositor/HDR/hdr.xml?ref_type=heads
>
> … but I don’t think it helps at all with asset creation: it’s enough to
> know that we implement a standard PBR renderer, exactly which passes the
> compositor currently runs and why is an implementation detail, unless you
> are keen to help with the implementation!
>
> We definitely do need an FG-specific guide, but only where we deviate from
> ‘create PBR-ready assets in Blender’, so if you can make your model look
> good in Blender’s PBR preview (or any other glTF loader which uses the PBR
> materials), it’s going to look good in FlightGear, because, well, PBR :)
>
> And also note that an aircraft is probably not a good first project to
> tackle if you’re new to Blender, maybe start with a static model and work
> up. Fortunately even aircraft are ‘easy’ compared to natural / organic
> models.
>
> Kind regards,
> James
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