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Physically Based Content

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Pablo Zurita

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Description

Physically Based Content is a long essay by principal rendering engineer Pablo Zurita on irradiance.ca about authoring geometry, materials, lighting, and cameras so PBR engines stay consistent in AAA outdoor, time-of-day production.

It covers physically scaled geometry and its effect on indirect light and SSS cues, base-color capture with cross-polarized photography and Spectralon references, metalness dithering at dielectric-conductor edges, reflectance and roughness including NDF filtering at distance, emissive intensity ownership, photometric units and meters, IES profiles, physically based camera exposure, and when grading or local exposure should carry art direction.

The post assumes intermediate to advanced material artists, lighters, and rendering engineers on reality-grounded games with dynamic time of day. Stylized or mostly indoor titles are weaker fits for the advice.

It is a free long-form HTML article with a table of contents and photographic examples. No account is required.

It is useful as a production checklist for keeping PBR content portable across lighting conditions rather than tuning each shot once.