Tech prototype works for Tegra3 GPU ordered from NVIDIA. https://videopress.com/v/0sbJefW0?preloadContent=metadata https://videopress.com/v/h10Qd8br?preloadContent=metadata Using the Nvidia physics engine with some configuration is very important.After the monster has completely fallen, you can see that chronic problem of Rag-doll trembling is not seen. 使用具有某些配置的Nvidia物理引擎非常重要。在怪物完全掉下之后,您可以看到没有看到Ragdoll的长期发抖问题。 Improvement works since by 2012 in years. https://www.youtube.com/watch?v=KqVcEQ_vOCI First proto-type nvidia tegra3 interactive demo Graphics... Continue Reading →
Rendering stuff.
Practice at 2014
如何存储在线性空间呈现伽马2.2 GUI。(不是伽马校正)
概述。 这个问题我们讨论相关问题的颜色空间线性spcace,如果你们已经从工作空间但是surdenly会改变γ颜色空间线性颜色空间在你的游戏。
Development of three-dimensional pupil shader.
Purpose of implementations. One draw call rendering by one mesh. Supporting customization of eyeball pupil. Simple refraction FX.
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 https://videopress.com/v/DfDPDcS8?resizeToParent=true&cover=true&autoPlay=true&loop=true&preloadContent=metadata
UE4 PBR TO SUBSTANCE PAINTER SHADER
•pbr-metal-rough : Unreal Engine 4 PC •pbr-metal-rough-legacy-mobile : Unreal Engine 4.19 Mobile •pbr-metal-rough-mobile : Unreal Engine 4.20 Mobile 这是为艺术家开发的Substance-Painter Shader。如果您在项目中工作时修改了着色器,那么对艺术家来说是个好主意。
Snow Cover with Multiple Blend Shader Practice.[2017]
这些是根据其他美术团队的需求开发shader的实验品。 Shader development prototypes according to the demand of other art teams.