PBR rendering in vvvv with mp.dx and FBX4V
We will look at a new streamlined graphics/asset pipeline with mp.dx and FBX4V for loading, managing and optimizing 3d scenes with the high-fidelity data exchange technology FBX SDK 2018 and then render them with industry grade Physical Based Rendering techniques in vvvv.
What will attendees of the workshop learn?
First we will go through importing FBX files, what bottlenecks there can be (we will look at a bad Maya example too and a way to fix it), which features are supported and a little intro how to start using them in vvvv.
Then we will go into managing geometry, subsets, instancing and pipeline. We will cover some potentially non-trivial geometry specific tricks which can be done with vanilla DX11 and which are excessively exploited in mp.dx and FBX4V (like defines or dynamic shaders). We will also deal with animation loaded from FBX like skeletal (skinning), blendshapes and rigid transforms through provided examples.
Then we go to material handling for subsets / material vertex groups via an advanced PBR base shader which can provide a good foundation for most deferred lighting pipelines. We will cover the one which is inside mp.dx currently called PBRIBL, which is image based lighting only yet but there are high priority plans for culled dynamic lighting.
Graphical pipelines demonstrated in this workshop inside mp.dx is a replacement for Emeshe 2.2 contribution. FBX4V will be released during first week of June 2017.