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leegoonz

[2015][2020]NETEASE GAME EXPERIENCE

This is an introduction to the projects I participated in while working for Netease.
It includes an introductory video for each project and an explanation of my job position.

Advanced Ambient occlusion method implementation for your look-dev

Advanced Ambient occlusion method implementation for your look-dev. Advanced Ambient occlusion Purpose: AO handling of shaders When you guys usually using URP or basic mobile hardware is very simple. When using HDRP, more sophisticated specular shielding and environment reflection shielding are performed using the AO… 더 보기 »Advanced Ambient occlusion method implementation for your look-dev

Lut Bake for Substance Painter.

AUTHOR: JPLEE leegoonz@163.com I think you will understand a little bit about Tome mapping and Post Process Stack code structure by watching the previous two lectures. 看了前面两节课,我想你会对时间映射和后处理堆栈代码结构有一点了解。 Overview. After 2019, there were several requirements that I was received when communicating with the art team, and… 더 보기 »Lut Bake for Substance Painter.

UE4 ACES Tone mapping port URP.

The Unity version used for training is 2021.1.18, and it was written based on the URP 11 version.用于训练的Unity版本为2021.1.18,基于URP 11版本编写。 We will try to port the ACES tone mapping used in UE4 to the Unity engine URP. Through this process, you will be able to flexibly… 더 보기 »UE4 ACES Tone mapping port URP.

Post Process Tone Mapping Editor Tweak.

Purpose:This course will be given to the art department flexibility.We will try to add parameters to Neutral Tone-mapping and use editor mode.Depending on the nature of the project, try adding Fast Tone mapping, which focuses on faster operation, to the Post Process.Let’s try porting Unreal… 더 보기 »Post Process Tone Mapping Editor Tweak.

Stylized toon Urp update.

草稿日期。2021년 7월 13일. Preface After leaving the company after a long time, I am going to research some rendering techniques and post them on Github. By writing this pages, I think I will be able to remind myself of my old memories. So… I want… 더 보기 »Stylized toon Urp update.

CREATE A SIMPLE WOOD TILE TEXTURE.

学习目标 使用Shape(图形)构成分层形态的木头网格排列装图案。 利用 Blend node 的 Cropping Area。 合成两种不一样的材质。 本次学习分为以下两个章节。 Part1. Basic wooden tile pattern. 这里学习基本图案的构成。 Part2. Material compositing. 制作木头材质的表面,适用之前做好的叠层型图案就完成了。 Extra. 设置 Iray rendering 的 Tessellation 后渲染。 制作 Base Shape 。 生成 Shape Node 后根据上图修改选项。 Pattern : Square Scale : 0.6 Angle : 45 Degrees… 더 보기 »CREATE A SIMPLE WOOD TILE TEXTURE.

Document size independent texture size control.

Summary. This example presents, creates, and practices how the artists can control the texture size of the desired texture pass category regardless of the root document size of the Substance painter. 概括。此示例展示、创建和练习美术师如何控制所需纹理通道类别的纹理大小,而不管 Substance 画家的根文档大小。 NEED VPN IF YOU LIVE IN MAINLAND OF CHINA

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