From ac265f486f9f418b59641c5e8af95378571028f2 Mon Sep 17 00:00:00 2001 From: Iced-Tea Date: Wed, 28 Oct 2020 20:36:45 +0700 Subject: [PATCH] Fix wrong URL --- content/How_To/material/Physically_Based_Rendering.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/content/How_To/material/Physically_Based_Rendering.md b/content/How_To/material/Physically_Based_Rendering.md index 665163cfc..948f00b1f 100644 --- a/content/How_To/material/Physically_Based_Rendering.md +++ b/content/How_To/material/Physically_Based_Rendering.md @@ -2,7 +2,7 @@ ## Introduction -After following the [standard material tutorial](/babylon101/materials) and also excelling in [unleashing its power](https://www.eternalcoding.com/?p=303), it is a good time to go further and look at another emerging kind of materials called **PBR Materials** standing for **Physically Based Rendering Materials**. +After following the [standard material tutorial](/babylon101/materials) and also excelling in [unleashing its power](https://www.eternalcoding.com/babylon-js-unleash-the-standardmaterial-for-your-babylon-js-game/), it is a good time to go further and look at another emerging kind of materials called **PBR Materials** standing for **Physically Based Rendering Materials**. PBR rendering techniques aim to simulate **real life lighting**.