Anon09/02/25, 11:18No.1017947
The two notions aren't linked. The lights thing isn't particularly linked to studio lighting, but to the fact that you could only afford a couple simple lights in a scene. So if you had 1-4 direct lights, some standard 3-point lighting was a handy approach. Once we could afford more complex setups that was mostly irrelevant, save for specifically wanting to reproduce studio lighting for aesthetic reason.The reason PBR is correct is based on the idea you record a ground truth (either photos or fully accurately physically lit objects) of all the materials you might need and when you compute the difference between the ground truth and your shader PBR gets the least compared to most previous setups. That works in reverse, ie after that you can record your material of choice and comoute parameters from it and the rendered version will look accurate.Because of that, its real use is as a standard exchange format: if your shader or engine conforms to, say, the disney principled pbr model, then you can source your materials from any library or program that also does, ie every program ever these days, and it'll look like intended. Before that you had better pray your shader wasn't too different from whatever they'd intended the material for.