Categories
shader tools tutorials

Lut Bake for Substance Painter.

AUTHOR: JPLEE

leegoonz@163.com

Substance Painter Color Profile A to Z part 1. - 知乎

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, and They wanted theirs rendering result after using post-processing in the game engine and the rendering result when working in the Substance painter to maintain the same tone as possible.

If you search the Internet, you can easily obtain UE4 ACES Tonemapping LUT, so there was no problem with basic settings.

However, there is a big problem with this, which is that only support Unreal-Engine only.

You can also get the Standard ACES Tonemapping LUT, but the problem with this is that Unity developers don’t really like using Unity’s internal ACES.

Also, it is likely related to the fact that it is not simply using tone mapping limited to HDR to LDR.

I came up with some ideas to solve these various situations, but I think the current method can be the easiest way to solve this.

2019年之后,我在和美术组沟通的时候收到了几个要求,他们希望他们在游戏引擎中使用后处理后的渲染结果和在Substance Painter中工作时的渲染结果尽可能保持相同的色调 .

网上搜一下,很容易就能得到UE4 ACES Tonemapping LUT,所以基本设置没有问题。

但是,这有一个很大的问题,那就是只支持虚幻引擎。

您还可以获得标准 ACES 色调映射 LUT,但问题在于 Unity 开发人员并不真正喜欢使用 Unity 的内部 ACES。

此外,这可能与这样一个事实有关,即它不仅仅是使用仅限于 HDR 到 LDR 的色调映射。

我想出了一些想法来解决这些各种情况,但我认为当前的方法可能是解决这个问题的最简单方法。

Wanna know more about this?
Jump to my link as notion page used below.

https://jplee.notion.site/Lut-Bake-for-Substance-Painter-389c5a02fd184023a2c0361dbc9b7ef0

Categories
shader tutorials

UE4 ACES Tone mapping port URP.


For more information, please see my notion page.

https://jplee.notion.site/UE4-ACES-Tone-mapping-port-URP-e0169b5c54dd47eba05534b13dfb6235

Categories
tutorials

Substance Painter Color Profile A to Z part 1.

This is a document I wrote a few years ago.I recently completed more accurate documentation, but I remember it today and post it.I will correct the wrong information after the crunch work.In this blog post, I’m going to talk about how to set up visualization uniformity for game engine between Substance Painter material results.

Overview.

First of all, it is a very pity that the Substance Painter Workflow document has no mention at all. Second, it is difficult to understand why Yesbis2, the external library of Substance Painter’s Post Processing, continues to exist.It was written based on Unity’s Post Processing. Looking at Unity’s Post Processing code, you can see that ACES 1.X is typically used or Piece-Wise Power Curve is used.Imagine that the post processing part is still changing.

Aces 2.0 has recently been beta released, and the Piece-Wise Power Curve is referring to the contents of the ‘John Hable’.In general, artists usually use the default values when using Substance Painter.If We use Arnold rendering or other rendering software for final image quality, Aces 2.0 is used recently, but game rendering is also very important.If you look at the internal structure of ACES or similar Post-Processing Tone-Mapping, you must recognize that ACES is being calculated after converting Linear Color Space to logC Color Space.Rather than explaining this part in depth, we will check the inside of the Post Processing code and see how to accurately set up Tone-Mapping in Substance Painter. Strictly, ACES should be processed as IDT in ACES format with Color Profile not sRGB.For the latest version of Substance Designer, the Color Profile Encoding function for Albedo has already been applied.It is also helpful to look at Unity’s Color.hlsl, ACES.hlsl and Common.hlsl.

Although mentioned in theUE4 official document, it is recommended to use ACES and perform screen calibration for White Point and Black Point if possible.
Use the other parts of Color Grading for the rest.

You wanna know more?
Jump to my notion page used below link.

https://jplee.notion.site/Substance-Painter-Color-Profile-A-to-Z-part-1-48f57e6ce67f49f09b0dee79c7f7041c

Categories
shader

ACES MATCHING SHADER FOR SUBSTANCE DESIGNER

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 to Chinese game developers who have not encountered this environment.
If you’re doing most of the texture work with Substance Painter or Substance Designer, and you don’t have the tonemapping in place in your game, you can’t match the surface specular or final colors exactly.The Tech Art department found and solved these problems.


  • Substance Designer Default Tone Mapped

  • IDT ODT Simulated ACES UE4 log Tone Mapped

https://opencolorio.org/