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.

AUTO-GENERATION SURFACE CHARACTERISTIC FILTER

summary. This example is about developing a filter that automatically generates the Roughness and Metallic values of a surface using a list of COLOR IDs. 概括。 此示例是关于开发一个过滤器,该过滤器使用 COLOR ID 列表自动生成表面的粗糙度和金属值。 NEED VPN IF YOU LIVE IN MAINLAND OF CHINA https://vimeo.com/571184126

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 →

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?resizeToParent=true&cover=true&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 =... Continue Reading →

Unite 2017 Shanghai Speach

尊敬的先生女士们,大家好。我是来自网易盘古游戏部的技术美术总监李正彪。本次是我作为主讲嘉宾,第二次参加Ulite。2012年第一次参加Ulite大会,我演讲主题是次世代手游画面的实现。再次诚挚地感谢Ulite中国组委会对我的邀请。今天下午我们已经听了很多非常棒的技术讲座,所以,也希望各位能以一种轻松的心态来听我的讲座。

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 →

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 →

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