AUTHOR: JPLEE firstname.lastname@example.org I think you will understand a little bit about Tome mapping and Post Process Stack code structure by watching the previous two lectures. 看了前面两节课，我想你会对时间映射和后处理堆栈代码结构有一点了解。 Overview. After 2019, there were several requirements that I was received when communicating with the art team,… Continue Reading “Lut Bake for Substance Painter.”
This post describe about Aces and etc as many tone mapping.
从2018年开始，开始在手游中使用HDR（虽然精度只有一半）。此外，必须始终与HDR一起使用的Tone Mapping现在也开始普遍应用于手游。对于从未体验到这种环境的中国游戏研发团队来说，有一项必不可少的功能。大部分的贴图制作都是通过Substance Painter或者Substance Designer进行的，但没有在实际游戏中应用的Tone mapping处理的时候，就无法精准匹配表面反射或最终色彩。TA部门已经找到并解决了这个问题点。 Starting in 2018, we began to use HDR (although half the precision) in mobile games.In addition, Tone Mapping, which should always be applied together with HDR, is now commonplace in mobile games.There are some features that must be provided… Continue Reading “ACES MATCHING SHADER FOR SUBSTANCE DESIGNER”