This is a precompiled version with everything it needs to run the executable. It was compiled for Windows 10 X86-64
If you're a student looking for guidance, jump to Credits section ;-)
Simply drop a .obj file directly onto Scop.exe, or run Scop.exe through shell with the model's path as first argument as such :
./Scop ./some/model/path.obj
- [⇦ ⇨ ⇧ ⇩] Orbit camera around model
- [Keypad -/+] Zoom out/in
- [LCtrl + [Keypad +/-]] Scale up/down model
- [Page Up/Down] Move camera up/down
- [Left Shift] Speed up movements/scaling
- [Space] Cycle through environments
- [LAlt + Enter] Switch fullscreen
- [S] Switch stupidity on/off
- [Q] Cycle through quality levels
- This program features real time Physically based rendering for .obj models.
- It features image based lighting using irradiance maps and a custom BRDF Lookup Table (replaceable).
- It's inspired by Unreal Engine 4 workflow and allows for metallic, roughness and specular (F0).
- The Specular channel on the material allows for more various materials, such as lackered plastics for instance.
- You can specify an heigth texture to enable steep parallax mapping.
- Here, Specular channels are slightly different from Blinn-Phong's specular channel, it influences the material's reflectivity and behavior regarding light as it is used as a precomputed F0 value. A plastic material with a Specular of vec3(1, 1, 1) will have a behavior close to metallic materials, but will have a diffuse channel, unlike metallic material. In order to have "normal" plastic, it is recommended to either leave Ni and Ks empty, use Ni 1.5 or Ks 0.04 0.04 0.04
- Extra values have been added to mtl files, allowing for physically based materials :
Nr [float] //roughness value
Nm [float] //metallic value
Np [float] //parallax factor
map_Nr [./relative/path] //roughness map
map_Nm [./relative/path] //metallic map
map_Nh [./relative/path] //heigth map
map_No [./relative/path] //ambient occlusion map (1 == full occlusion)
Minimum configuration :
CPU : Intel i3 or equivalent
RAM : 1GB
GPU : Intel HD Chipset or equivalent with at least 256Mo VRAM
Recommanded configuration :
CPU : Intel i3 or equivalent
RAM : 1GB
GPU : NVIDIA GPU with at least 256Mo VRAM
May crash on Intel Atom systems
- "Moving Frostbite to PBR" paper by S. Lagarde
- "Physically-Based Shading at Disney" by B. Burley
- Brian Karis blog named GraphicRants
- Unreal Engine's documentation regarding Physically Based Materials
- learnopengl.com for numerous and helpful tutorials
- Khronos documentation
- Apple documentation on GLSL
- Coding Labs for making PBR and BRDF easier to understand
- Wikipedia because we always need an encyclopedia
- Emil Persson and custommapmakers for the free cubemaps