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	<title>WorldViz Knowledge Base &#187; Shaders</title>
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		<title>PBR Workflow: Reflecting a Scene with Physically Based Rendering</title>
		<link>https://kb.worldviz.com/articles/3347?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=preparing-reflections-from-a-scene-for-pbr</link>
		<comments>https://kb.worldviz.com/articles/3347#comments</comments>
		<pubDate>Tue, 26 Nov 2019 19:47:45 +0000</pubDate>
		<dc:creator><![CDATA[Mike Nicolayeff]]></dc:creator>
				<category><![CDATA[Art Workflow]]></category>
		<category><![CDATA[Lighting]]></category>
		<category><![CDATA[Materials]]></category>
		<category><![CDATA[PBR / Physically Based Rendering]]></category>
		<category><![CDATA[Shaders]]></category>

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		<description><![CDATA[This article applies to environment exported as GLTF to allow the use of its realtime lighting. For fully baked scenes both the ambient and specular reflections can be produced from the scene itself. Environment Maps There are a few options other than Lys. The two main free ones to look at are Modified CubeMapGen and IBL Baker. Both have [&#8230;]]]></description>
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		<title>PBR Workflow: Tools, Resources and Additional Reading</title>
		<link>https://kb.worldviz.com/articles/3076?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=pbr-workflow-tools-resources-and-additional-reading</link>
		<comments>https://kb.worldviz.com/articles/3076#comments</comments>
		<pubDate>Wed, 08 Aug 2018 06:25:12 +0000</pubDate>
		<dc:creator><![CDATA[Mike Nicolayeff]]></dc:creator>
				<category><![CDATA[Art Workflow]]></category>
		<category><![CDATA[Lighting]]></category>
		<category><![CDATA[Materials]]></category>
		<category><![CDATA[PBR / Physically Based Rendering]]></category>
		<category><![CDATA[Shaders]]></category>
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		<category><![CDATA[shaders]]></category>
		<category><![CDATA[theory]]></category>
		<category><![CDATA[tools]]></category>

		<guid isPermaLink="false">http://kb.worldviz.com/?p=3076</guid>
		<description><![CDATA[An Industry-Wide Revolution The addition of physically based rendering to WorldViz products brings us into the fold of an industry-wide revolution in artist workflows. Physically based rendering has a few new concepts and methods compared to older methods, as well as some amazing new capabilities that simplify artist workflows an make sure that once an [&#8230;]]]></description>
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		<title>Underwater Effect</title>
		<link>https://kb.worldviz.com/articles/1932?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=underwater-effect</link>
		<comments>https://kb.worldviz.com/articles/1932#comments</comments>
		<pubDate>Wed, 28 Nov 2012 00:10:56 +0000</pubDate>
		<dc:creator><![CDATA[jeff]]></dc:creator>
				<category><![CDATA[Scripts]]></category>
		<category><![CDATA[Shaders]]></category>
		<category><![CDATA[shader]]></category>
		<category><![CDATA[water]]></category>

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		<description><![CDATA[The example script in this article simulates the type of visual distortion that occurs in an underwater scene. It uses a custom post-process effect created using Vizard's vizfx.postprocess library and GLSL (OpenGL shading language). Refer to the vizfx.postprocess documention in the Vizard Help for a description of all Vizard's built-in effects. The documentation also shows [&#8230;]]]></description>
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