There's a part of Project B that was left on the notifications page that we were trying to work on at ByteDance at the end, and it's the Unity engine, and it's the kind of project that was really stressful for me, and it was really stressful for one of my subordinates who was working... Continue Reading →
Editor mode Lookat Camera
씨네마틱 팀의 개발 요구가 있었기 때문에 간단히 구현 한 Editor mode Lookat Camera. 편집기 에서 이벤트 콜백이 업데이트 되야 하기 때문에 Event Editor ticker 를 추가 하고 Spring Arm 의 자식으로 카메라를 추가. 아티스트가 좀 더 편리하게 사용 할 수 있도록 기능이 추가 되야 하지만 일단 1차 구현은 완료. 由于电影团队的开发需要,我们实现了一个简单的编辑器模式 Lookat 摄像机。 由于事件回调需要在编辑器中更新,我们添加了一个事件编辑器 ticker,并将摄像机添加为 Spring... Continue Reading →
Uber Shader GUI Document.
Design philosophy. 1. We do not design an interface that goes beyond the framework of the existing Unity3D ShaderGUI. 2. One Shader is used, but the interface should be able to determine the type. 3. ROOT TYPE and SUBTYPE are provided. 1. You will have to think about the structural design a little longer.
Detail-Map Expression texture norm Document
Detail-Map Expression texture norm Document
Created a guide sample for using lighting for artists.
There is a part that I often feel when I work for a company. The quality of the character design and the completeness of the original data are also important, but the final rendering quality that the user sees at the end is also very important.
Tone-mapping assessment guide.
Three tone-mapping functions are added and evaluated. This assessment is for characterization purposes only and is not a guide to best practices.
Global Light Manager Technical Document.[Dragonheir: Silent Gods]
Provides an interface to effectively control Global Properties inside the scene. Artists control scene effects from a single interface and can save their values as .asset files after modification. 提供一个接口来有效控制场景内的全局属性。 美术师从单一界面控制场景效果,修改后可以将其值保存为.asset文件。
Light-Probe Data manager implementation [2017]
purpose of implementations. Possible to adjustment of individual probe SH out data results. Very useful interface design for artists. https://videopress.com/v/00KLI3Kd?resizeToParent=true&cover=true&autoPlay=true&controls=false&loop=true&posterUrl=https%3A%2F%2Fleegoonz.blog%2Fwp-content%2Fuploads%2F2020%2F01%2Fimage-108.png&preloadContent=auto&useAverageColor=true 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... Continue Reading →
Lut Bake for Substance Painter.
AUTHOR: JPLEE leegoonz@163.com 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... Continue Reading →