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leegoonz

WORLD SPACE NORMAL USAGE INSIDE SUBSTANCE DESIGNER

Preface. A demonstration for learning about the concept that can actively utilize the information of various information textures baked. 前言。学习可以积极利用烘焙的各种信息纹理的信息的概念的演示。

2019 GIANT INTERACTIVE INNER TECH TALK PPT SCREEN-CAM

This content is a brief summary of part of the mobile MMORPG development process from 2018 to early 2019. 本内容是对2018年至2019年初移动MMORPG部分发展历程的简要总结。 NEED VPN IF YOU LIVE IN MAINLAND OF CHINA

How to enable two-sided rendering in Substance Designer?

如何在 Substance Designer 中启用两侧渲染? How can I enable Two side rendering in Substance designer? Yesterday I was asked a question by a colleague of mine I worked with before. My old colleague was able to figure it out on his own. Anyway, here are a… 더 보기 »How to enable two-sided rendering in Substance Designer?

Iridescence Lit model improvement for URP

Iridescence Lit model improvement for URP Iridescence based thin film. Transparent refraction with distortion. Preserved Physically correct pbr based. Masking for decal printing. More learning about this? Check it my Patreon. https://www.patreon.com/posts/iridescence-51922903

How I could be simulation Display p3 Color Gamut inside Game-Engine development mode.

Author : leejungpyo@corp.netease.com First published this topic : 2021.5.10 What is this issues I was focused on now. Purpose. Basically Chinese game industry have a lot of old stuff of Dell monitor even now 2021 in years. So many artist When they working there absolutely… 더 보기 »How I could be simulation Display p3 Color Gamut inside Game-Engine development mode.

Custom Curve Tone map generated Substance LUT.

Fully Support to Neutral tone mapper and ACES and finally Custom Curve tone map also available generation Hollywood style LUT for Substance Painter. Reference Filmic Tonemapping with Piecewise Power Curves – Filmic Worlds

Advanced Skin Shader for Next-Gen Mobile games.

处理角色渲染时,通常会听到许多有关SSS效果的信息。
通常,移动游戏开发环境不常使用Normal Blur Sub-Surface技术的原因是,因为Normal纹理的Mip-Map需要使用DDX、DDY或Gaussian Blur进行实时Blur处理。
现在,内容将介绍预处理实时处理部分的想法步骤。

Cartoon Shader Additional FX

Purpose of implementations Simple transmittance FX for toony rendering. mesh attribute based shade expression. Bloom and tone-mapped for toony rendering look-development. This character model from XRD game data not my own works. 这个来自XRD游戏数据的角色模型不是我自己的作品。 左边是一般的Cartoon rendering。 右边显示的是接近于最近日本动画色调的渲染结果。 虽然美术们认为Tone Mapping主要用于具有真实效果的渲染效果中,但是在最近制作的日本动画渲染技巧下,即使是2D,也往往会使用HDR的情况很多。根据这种趋势,使用Tone Mapping、Bloom和Exposure方法,会得到更有高级感的产物。 最近在日本动漫中甚至还出现了使用Reflection Mapping的情况。 Left is a typical… 더 보기 »Cartoon Shader Additional FX

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