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 > _______________________________________________ > Flightgear-devel mailing list > [email protected] > https://lists.sourceforge.net/lists/listinfo/flightgear-devel > _______________________________________________ Flightgear-devel mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/flightgear-devel