So, I've seen a lot of designers selling stuff (inworld and marketplace) with a "PBR" stamp that does not use PBR at all. By talking to them (at least the ones that reply), what I hear is something the likes of "Did you know that PBR can not only be achieved with PBR texture materials, but also using Blinn-Phong shaders with normal and specular maps?"
I won't go into the Rendering equation here, nor the openGL documentation regarding conservation of energy, but I'll mention the Second Life wiki page on the subject "and as such Blinn-Phong is not the same as PBR Spec/Gloss workflows, seen in some game engines such as Unity." (here: https://wiki.secondlife.com/wiki/PBR_Materials#What_is_it_and_Why_is_it_used.3F)
Can we please streamline and provide a definitive guideline for vendors (and notify them about it), so the vendors and buyers are aware of this difference, or even if it should be considered as such?
Kudos