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Creating Physically Based Materials for Minecraft With RTX (Presented by NVIDIA)

Paula Jukarainen (DevTech Engineer, NVIDIA)

Kelsey Blanton (Associate Producer, NVIDIA)

Joel Garvin (Art Lead, Minecraft, Microsoft)

Location: Room 153, South Hall

Date: Friday, March 20

Time: 1:30pm - 2:30pm

Pass Type: All Access Pass, Core+Summits Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, VRDC Add On - Get your pass now!

Topic: Programming

Format: Sponsored Session

Vault Recording: TBD

Audience Level: All

We will describe and demonstrate the tools and pipeline to create physically based materials for ray tracing in Minecraft with RTX. We will create traditional 16x16 physical textures, as well as high definition ones and demonstrate them in Minecraft, with characteristics such as metallicity, roughness, emissivity and transparency. This talk serves as a great visual and practical introduction to ray tracing basics, physically based rendering and materials, and modding Minecraft with RTX.

Takeaway

We will describe and demonstrate the tools and pipeline to create physically based materials for ray tracing in Minecraft with RTX. We will create traditional 16x16 physical textures, as well as high definition ones and demonstrate them in Minecraft, with characteristics such as metallicity, roughness, emissivity and transparency. This talk serves as a great visual and practical introduction to ray tracing basics, physically based rendering and materials, and modding Minecraft with RTX.

Intended Audience

Artists, desginers and other Minecraft content creators who want to learn and understand the very basics of ray tracing and physically based rendering, and/or learn how to create physically based materials in Minecraft with RTX.