Unified shader works.

Shader Layout 着色器布局 Ground , Building , Skin , etc… “尽可能整合各种目的的Shader。把Shader编译容量降为最低。Ground , Building , Skin , etc...” Ground , Building,Skin shaderGlobal Foliage ,Cloth with armor

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Concept of Lighting Node:Substance Designer

Baked lighting. First approached since by 2016 in years at Netease. This basic idea is to use the light source extraction system by my implement.自2016年以来首次接近网易。 这个基本思想是通过我的工具使用光源提取系统。 天谕角色texturing流程中使用的3dsmax baked lighting有两个缺点: 一、运算速度很慢。有时候等想要的品质等上几个小时。 二、最终品质和如同不能及时反应一样不太好。 Substance painter Baked lighting 在韩国Substance研究小组(负责人JP)中提出的Baked Lighting技法被Allegorithmic Adobe 本公司采纳,搭载于最新版本。 使用这个技法能提高现在流程的产量,同时提高品质。产品能提高5倍以上,品质也是通过快速的反馈和内部算法(模仿GI lighting),能达到类似于离线渲染的品质。 左侧是处于全区域照明非激活状态,仅仅是用Baked lighting滤镜往Base Color加入照明值的结果。虽然,原则上是往Base Color不能加任何的照明值,但是游戏里面处理的PBR精度比较低的的时候,立体感的表现有时候比较Flat。 为了加强这部分,除AO外,使用Top Down照明,整体立体感通过灰色调来生成,混合到Base Color的一种技法。 很多公司虽然都在用PBR,但是也在用此方法。 Global lighting是用bake from Sky light来设定的状态。这样生成Gray Pass,合成到最终贴图。... Continue Reading →

dev-log 2016 in years at 网易

Late version of monthly report at the April to august 2016 in years. It is an old monthly document that is almost 5 years old.At that time, Unity's PBR was an unstable version, and Linear Space was not added.Since the establishment of TEAM had not yet been completed, most of the fields were carried out... Continue Reading →

LINEAR SPACE LIGHTMAP RENDERING OVERVIEW

1. 首先,拿现在的PM02美术资源先会做个技术demo,之后我们再来听取美术们的意见,就不先直接解释技术了。 1-1 明确检讨技术以及性能层面。 1-1-1. 明确确认是Hardware sRGB Linear Space Rendering还是单纯在Shader里面处理。

LandMine Substance Designer Texturing Practice

Reference of LandMine https://share.allegorithmic.com/libraries?by_user_id=809

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