Sunday, October 2, 2016

Physically Based Headache

A long time ago I used to write much shorter posts, reporting whatever I did that week before on Tower22. Usually about some new shader, which are fairly quick to implement, and generate nice screenshots to share. Especially when "completely awesome" graphics with some fancy shader technique weren't too common yet. Nowadays, pretty much every game looks Next-Gen (whatever that exactly means), making it harder and harder to impress here.

So, let's do that next time, writing a shorter report about whatever I did on this game. Although it will be less visual appealing. For one reason, I simply didn't do any graphics coding lately. As explained before, I shifted the focus on making actual gameplay instead. Not that T22 will be looking worse from now on. Eventually the rooms, assets, and also engine techniques will be upgraded. By artists. But since I don't really have artists helping at the moment, nor any active search for them, I'll have to do the job with placeholders. Programmer art. Dummies.

Got racks full of dummies. On a dummy floor between dummy walls. Actually those boxes are garbage-bags. You're the Caretaker of T22, remember?


Physically Based Rendering
There used to be a time that, even with my limited skills, I was still able to produce pretty decent stuff. Because the quality-bar wasn't as high in other (commercial) games. Much simpler models, low resolution textures, and "bumpMapping" was still a state-of-the-art thing. Nowadays you can't get away without ultra-dramatic scenery, using PBR -Physically Based Rendering. This changed "drawing" into science almost. This new (well, not so new anymore) catchword "PBR" is not some specific technique to achieve photorealism, but more like a label on your rendering-pipeline, claiming your shaders will be using real or close-approximation physics formula's for lighting and such. That's nothing new really, stuff like Fresnell has been there since the start of shaders. And also, techniques like IBL, reflections or GI are still half a bunch of hacks. It's just that hardware allows to rely on the higher-end shadermath these days.

But what did change, are the textures. Less cheats and more reallife based shaders, would also require realistic input parameters. In games, much of that input comes from textures. Whereas an old Quake2 3D asset just resembled a wireframe model & a "texture" (technically the Diffuse texture), modern assets require a lot of layers, describing (per pixel) properties like:
                - Metalness
                - Color
                - Roughness (or Smoothness, if you wish)
                - Normal

And there are more properties like translucency, emissive, height, or cavity/ambient occlusion, but the ones above are most mandatory for PBR. Let’s give a brief explanation. Yes there are plenty of tutorials out there, but I found them a bit long or hard to understand at a first glance. So let’s explain the dummy way first, and after that, you’ll click here for more:


Metalness
Most (game) materials are either a "Conductor" (metal), or "Insulator"/"Dielectric" (non-metal). This can be considered a boolean parameter; either you are a metal, or you aren't. But be aware that rusty or painted metal may not exactly be a 100% pure metal though. So in those cases, you may want to describe this property per pixel. Anyhow, the big difference between the two, is mainly how (much) they reflect. Metals reflect almost everything, making them appear shiny, or "very specular", while Dielectrics only reflect a relative small portion at glancing angles (Fresnel). Think about asphalt; you won't see it reflecting unless looking at a sharp angle, with lot's of light (sunny day) coming in from the opposite side.
                
Older shaders would often allow to manually slide the bars, telling how much "specular" there would be. So the formula became something like this:
                result = diffuseLambert + (specularPhongOrBlinn x SpecIntensity)

This slaps the law of "energy conservation" in the face though, and would basically led to overbright surfaces. You can't be very diffuse and very specular at the same time. Think about it, and hence the term "Physically Based". Surfaces are specular if they are very polished, like a mirror... or a brushed metal sheet. And otherwise they are diffuse, meaning the microstructure of the material is rough, scattering light in all directions. So to put it simple, the formula should have been something like this:
                result = (diffuseLambert x (1-SpecIntensity)) + (specularPhongOrBlinn x SpecIntensity)
               
So the sum of the diffuse and specular components would be 100%. Nothing more, nothing less. Obviously a surface can’t generate more light (unless it’s actually emissive). The metal component we just mentioned can work like a switch: Metals are up to 90% reflective, dielectrics maybe usually somewhere around 3 or 4% only. But instead of making two different shaders with cheap tricks, all materials would follow the same math -thus one uniform supershader-, and using a "metalness" parameter. Either a single parameter for the whole material, or on a per-pixel level, in case there is variation (rust, dirt, paint, coat, objects made of multiple materials, …).

It must be noted though, that there are still exceptions on this uniform shader. Complex materials like human skin, velvet, ruby, liquids or other translucent crap may still be better of using a special-case shader. Or, you can extend this "metalness" parameter to a "surfaceType" one, and switch rendering strategies based on that.

From left-to-right: 1: non-metal + rough. 2: metal + rough. 3: non-metal + smooth. 4: metal + smooth. Direct light coming from left-top btw.


Roughness (the opposite of Smoothness, if you wish)
If you got stuck in older shaders using specularity, like me, this is a confusing one. As mentioned, in the past you would define the amount of reflectivity/specularity. Typically encoding this in the diffuseTexture alpha channel. And then another (sometimes hard-coded) parameter would define "specular Power", or "Shininess", or "gloss". Very high power factors would create a narrow, sharp specular highlight. More diffuse materials like a woodfloor would typically use a lower power, smearing the specular lobe on a wider area, making it appear less shiny.

This was a somewhat close-but-no-cigar approximation. Could be used very well, making realistic results, but could also potentially lead to an impossible combination of factors. Although PBR does not exactly dictate how to do things in detail, it's more common now to define metalness and roughness only. Indirectly metalness would stand for "specularStrength", and "roughness" for "specularPower". The roughness factor does not add more or less specular, but is used to mix between sharp and very blurry reflections.

Another common aspect in PBR systems, is IBL (Image Based Lighting). Again, fancy talk for something that existed since Halflife2 already really (but “low-end”). You would sample light in cubemap/probes on lot's of spots in your world. Than everything nearby that probe, can use that data for both reflections, as well as diffuse/GI. By either blurring (downscaling/mipmapping) the probe, and/or taking multiple samples in scattered directions, you would simulate roughness. A very diffuse surface would sample the probe in very random directions, while smoother ones focus their rays in a more narrow beam, the reflected vector.
                


But... how the hell do you control more or less reflectivity then?! You don't, at least not the traditional way. Non metals would typically use a fixed ~3 or 4% F0 input for their Fresnel value, metals a variable one from a texture (see Color below). And the gloss finishes it off. Very blurry reflections tend to dissapear. They’re still there, but kinda appear as diffuse, making them harder to spot. Note that pretty much all materials actually do reflect to some extend in reallife. But anyhow, if you prefer better control, you could still make that Fresnel factor adjustable (which is what the Metalness map basically does really).


Color
Another confusing term is the texture itself. I'm not even sure how to call it now... AlbedoMap, DiffuseMap... Probably BaseColorMap would be the closest thing, as it often is a multi-purpose texture now. Standard diffuse materials like concrete, would translate this color to, well, a diffuseColor. As we always did.

Metals on the other hand have little need for diffuseColor, and require a "Reflectance" (F0 / IOR (Index Of Refraction) / Fresnel) parameter instead. Which is most often a grayscaled value, indirectly telling the amount of reflectivity. But materials like gold or copper may actually want a RGB value, to give them, well, that gold or copper colour. So, in that case, why not use the same colorMap to encode F0 then? In fact you could store both diffuse and F0 values in the same BaseColorMap, in case it holds both metals and non-metals.

Of course that is all possible. But -and this adds some extra difficulty to making textures in general now- you can't just draw some yellow/brown/orange color to make it look like gold. Well, you can, and you'll be close, but it's cursing in the PBR church. *Physically Based* remember? That would mean you should draw the exact values, the kind of numbers you would find in tables of physics books. Gold would be {R:1  G:0.765557  B:0.336057}. And now I'm in unfamiliar terrain so I shouldn't say too much and misinform you, but to make life easier, artists work with sRGB colours, have to calibrate their screens, and/or use pre-defined pallettes in their drawing software. All part of this PBR Workflow.

Also non-metals should use the right colour intensities by the way. To make a proper HDR (High Dynamic Range) pipeline, all colors and intensities should be in balance. A white paper shouldn’t be as bright as the sun. Or how about putting paper in snow? Snow should reflect more light, so be careful with your color values.

This is a whole struggle, and may distract the artist from just drawing on good old creative instincts. Then again using real data and calibrated presets (that your engine should provide maybe), would result in more consistent results. That's what PBR is all about really.
Good news about PBR, is that this "ColorMap" is more about colors, and less about tiny details now. This ugly dummy texture doesn't turn out to bad with some roughness / metal properties, and a cheap normalMap. Imagine what a proper artist could do with that...



NormalMap
Nothing changed here really, but it should be noted that, thanks to increased videocard memory & computing-power, that the NormalMap has become standard, rather than an optional feature for more advanced surfaces. It should also be noted that materials often have a secondary "detailNormalMap" nowadays, which contains the smaller bumps, nerves and wrinkles, noticeable when looking at a closer distance. It should also be noted that more bumpy surfaces on a micro-level, may go hand in hand with specular roughness. You could chose to encode roughness in the normalMap alpha channel, and metalness or some other parameter in the colorMap alpha channel. So in the end you (still) have only 2 textures for most “normal” assets.




PBR = Photorealism?
So, with PBR we finally touch photorealism? Well some games would definitely start to qualify for that, but not necessarily thanks to PBR. A non-PBR game can look fantastic (first Crysis anyone?), and a PBR pipeline can still look like shit... like Tower22 in its current state.

Hey... where did that go wrong?! Well, it didn't go wrong actually. Left is more “realistic”, technically, as light scatters in a more natural way, and the surfaces don’t reflect as if they were soaked in olive oil. But… hell, its boring. Of course it must be noted that the right(old) side was more complete. The old engine had lens flares, blur, volumetric light, dust, and sharper shadows. But also, the scene itself contained more details, like the stains on the walls, carpet-crap, decals, paintings, et cetera. But in other words, PBR is not an auto-magic key to beauty.

PBR is just a way of working really. One that leaves less room for cheats and inconsistency errors that may follow because of cheating. Maybe more important is the fact that the new engine relies a lot more on IBL (Image Based Lighting), thus sampling cubemaps everywhere. But... if the surroundings are still ugly because of lacking detail, badly used textures, or lack of a good light-setup, then also the sampled & reflected lighting will suck of course. Mirrors can't fix ugliness!


So is Tower22 "PBR"? Yes and no. The shaders are "PBR-Ready", so to say. But my input materials (mostly programmer "art" dummies or recycled items from the older engine) haven't been made on calibrated screens, their metal colors are just approximated, and they were equiped with "SpecularStrength" parameters, rather than roughness. Which is usually not that much of a difference, but still.

Do I want it to be PBR? Not necessarily either. It's up to the artists later on, but I can imagine it over-complicates the content. Don't forget, this is still a hobby project, and eventual future artists may not be the most experienced ones. Also, a horror game like Tower22 doesn't necessarily have to look photorealistic. It should look better than the pics above though, but that is more a matter of giving the scenery more love. Getting the UV-maps right to start with, adding detailed and decals, dim the lights and put them on more interesting spots, use different textures maybe, and then finishing off with improved shading.


A long way to go as you can see. But as said, I'm focussing on gameplay now (read physics, scripting, solving puzzles, inventories, ...). Which I planned to write about today actually... but PBR took me off, damn it.

2 comments: