History of the Allegorithmic

Allegorithmic历史 Official website.官网。 2003年成立的 allegorithmic(以下称 allegorithmic)是基于创始人 Sébastien Deguy 博士的数学论文,在图形产业应用程序化(Procedural)方式的技术开始的。 Founder: Doctor. Sébastien Deguy Allegorithmic 创始人 Sébastien Deguy 博士。是世界第一个把程序化贴图技术应用到游戏图形的人。 当时的电脑图形都是依赖于像素化图片的,所以不需要程序化技术或这种方式。 部分皮克斯等动画公司也只是使用Renderman,游戏产业几乎没有使用。 因为没有多少图形产业是需要高分辨率演算的。 特别是在图形市场,用程序化方式制作图片或 3D 贴图对美术来说是比较难的尝试,在这个时期 allegorithmic的贴图middleware诞生了。 程序化方式是指用数学计算储存 description 代码图片的信息,用GPU或者CPU演算生成图片,而不是用以前的像素化图片。 也就是说硬件性能的影响是非常大的。 当时高性能硬件没有大众化,玩家也是比较喜欢休闲3D游戏,而不是高品质3D游戏。 COPYRIGHT ALL RIGHT RESERVES PRO FXTM BY ©ALLEGORITHMIC. 现在的 Substance 的母体 ProFX 这个 middleware 上市时,只是用在高性能硬件的好莱坞电影产业的特效制作上 ,及其受限。 硬件功能中,特别是 GPU 的性能和显示器等视觉硬件技术极速发展,网络普及的时期, PC 游戏和网游产业也开始急速发展。 玩家想要更现实的3D图形品质,虽然游戏剧情也重要, 但开发者们对焦的还是分辨率和有现实感的视觉效果。 随着分辨率提高, 3D... Continue Reading →

Summary. / 目录。

Summary Allegorithmic的历史序推荐词关于作者关于这本书 EssentialSubstance designerOverview对次时代图形和 Substance production 的观点Procedural texture 是什么? Physically based shading and renderingUser interfacePreferences Texture BakerInformation texture是什么?使用 Hi-poly mesh 的 General baking setup。 ATOMIC NODEShapeCompositionProcedural noiseFX mapPixel Processor ExportExport BitmapExport sbsarMaterials Substance painter OverviewPreferencesUIShelfBrushTexture BakerExportExport for Unity3D.Export for Unreal Engine.Export for VrayExport for Arnold renderingExport for Octane RenderingExport for Marmoset renderingBeginner Substance designer 用PBR贴图加工Bit... Continue Reading →

About the author …

出生在韩国的TA。1997年开始从事电脑图形视觉化工作后,在这个行业已经有21年经验了。在多个网络游戏公司引领过美术团队,之前在allegorithmic担任TA负责人,在中国网易盘古工作室担任TA总监,现在是巨人网络TA部门的总负责人。懒惰的人才有创意”是他坚信并执行的哲学道理。 I am a technical art director and I was born in Korea.I have been in the computer graphics industry for 21 years since 1997, when I was involved in the visualization of computer graphics images.I led art teams at various online game companies and worked as lead technical artist for Allegorithmic.I recently worked as... Continue Reading →

Planar mirror reflection

Feature List Floor reflection shader that seems like planar mirror reflection.UV based fake depth fade of reflection added. https://videopress.com/v/PuVkPrRL?autoPlay=true&controls=false&loop=true&preloadContent=metadata Source code here Click to go Git-hub Code Snippet below float node_8816 = (sceneUVs.r+_ReflectionCoordinater); float2 node_2055 = (float2(sceneUVs.r,sceneUVs.g)+(float2(node_8816,node_8816)*(float2(_normal_var.r,_normal_var.g)*_NormalJitter))); half4 _ReflectionTex_var = tex2D(_ReflectionTex,node_2055); fixed3 FlatMirror = ((_ReflectionTex_var.rgb+(pow((1.0 - lerp( _ReflectionTex_var.rgb.g, _ReflectionTex_var.rgb.r, _ChannelSwap )),exp2(_ReflectionBrightSubScale))*_ReflectionBrightSubScale))*_ReflectionsIntensity); half Fresnel = dot(pow(1.0-max(0,dot(normalDirection,... Continue Reading →

Light-Probe Data manager implementation

purpose of implementations. Possible to adjustment of individual probe SH out data results.Very useful interface design for artists. https://videopress.com/v/00KLI3Kd?autoPlay=true&controls=false&loop=true&posterUrl=https%3A%2F%2Fleegoonzblog.files.wordpress.com%2F2020%2F01%2Fimage-108.png&preloadContent=auto Video by Youku : China Only Light Probe data具有在lightAsset中以二进制形式存储的特性。此外,将根据最后一个场景中的信息Replace所有合并的场景的Light Probe信息。解决这一问题的基本方法是TextAsset里单独存储,每个Chunk分别进行管理。此外,还可以实现编辑器扩展,以允许美术团队修改SH细节值。 Light Probe data has the property of being stored as binary in lightAsset.It will also replace the light probe information of all merged scenes based on... Continue Reading →

Substance open-day 2017 Shanghai

Substance open-day 2017 Shanghai Hello.This is JP from Korea.Welcome to come in substance user group at Shanghai in China.I am very proud of attending to this seminar with introduce about me it feel vey honored.My major part of work is technology of art as technical art direction or pipe line director kind.Currently working for "Netease... Continue Reading →

Virtual back lighting method test

Purpose of implementations. Avoiding increasing draw-call. 这是手机游戏预览的真实预览。 https://videopress.com/v/30i13sJ5?autoPlay=true&controls=false&loop=true&preloadContent=metadata #if USE_SECOND_DIRECTIONAL_LIGHT half2 RoL = max(0, half2(dot(ReflectionVector, DirectionalLightDirection), dot(ReflectionVector, _WorldSpaceLightPos1.xyz))); half2 PhongSpecular = PhongApprox(Roughness, RoL); half3 Directional = (Shadow * NoL) * DirectionalLightColor * (DiffuseColor + SpecularColor * PhongSpecular.x); half NoL2 = max(0, dot(normalWorld, _WorldSpaceLightPos1.xyz)); Directional += NoL2 * _LightColor1 * (DiffuseColor + SpecularColor * PhongSpecular.y); #else... Continue Reading →

Advanced Skin Shader for Next-Gen Mobile games.

The fastest operating technique of the NORMAL BLUR SUB-SURFACE SCATTERING APPROACHING HOW TO… 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。 In order to check the demand of the internal art team, it is the process of extracting the mobile game character data of Netease and testing the internally developed Shader.The left side is a shader using Gaussian Blur... Continue Reading →

Energy conserved specular blinn-phong.

Energy conserved specular blinn-phong implementation record Elements of Implementations Energy conserved diffuse with specular.Physically based Fresnel.Environments Reflectance.Ambient lighting adjustment controller. Energy conserved diffuse with specular. about energy conserved specular. Method of Simple energy calculations of shader. Applied Energy Conservation of blinn-phong specular. /////////////////////////////////////////////////////////////////////////////// // Lighting Functions // /////////////////////////////////////////////////////////////////////////////// half3 LightingLambert(half3 lightColor, half3 lightDir, half3 normal)... Continue Reading →

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