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 Post subject: Re: Request - Raw files for Indiana Jones Pinball Adventures
 Post Posted: Thu Jun 07, 2018 4:30 pm 
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TheNalex wrote:
I don't think there's anything related with PBR in FP, last update of the software is 2010 (and it was really minor updates). Realtime PBR probably even doesn't exist at this time ;)

BAM might help with this, maybe ask in the BAM topic.


Do you mean real-time PBR in terms of this program or in general? Because I know both Unreal and Unity support some form of Realtime PBR lol. Granted, everyone seems to be using so many different names for PBR, so there's no telling what true PBR even means.


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 Post subject: Re: Request - Raw files for Indiana Jones Pinball Adventures
 Post Posted: Thu Jun 07, 2018 6:53 pm 
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I was just saying that FP is more than 12 years old (it was started in 2006, last real update was probably end of 2008) so its rendering engine is way too old to have some form of PBR (I do agree that "PBR" is only a marketing word a bit like "cloud computing" and many other ones...).

In 2006/2008, no engine (like unity, unreal, cryengine ...) has this concept either.

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 Post subject: Re: Request - Raw files for Indiana Jones Pinball Adventures
 Post Posted: Thu Jun 14, 2018 2:10 am 
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Joined: Tue Jun 05, 2018 4:32 pm
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TheNalex wrote:
I was just saying that FP is more than 12 years old (it was started in 2006, last real update was probably end of 2008) so its rendering engine is way too old to have some form of PBR (I do agree that "PBR" is only a marketing word a bit like "cloud computing" and many other ones...).

In 2006/2008, no engine (like unity, unreal, cryengine ...) has this concept either.


All I know is PBR seems to be a catch-all term for rendering a material/ shader from various textures that does its best to mimic the lighting conditions of what we perceive as reality. To that end, Unity and Unreal both certainly support it.


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