회사일 말고 일본 모 회사 관련된 모바일 렌더링 처리를 하던 중에 개발팀용 룩뎁 장면을 설정 중입니다. 표준 렌더링 장면이라서 light theme 은 아니에요. I am setting up a lookdep scene […]
以下包含对于Anti-Tilled technique 的技术理论上的内容. Unity 基于技术内容创建技术演示。 Unity3D Engine. World Machine for generation big terrain. View distance blending for vista texture. Stochastic anti-repeating visualization result. Xrp Feature result. Test type for Rocky […]
Sync camera for game view with scene view and hot to setting up for. demonstration for use to Free camera navigation when play to game view. Setting up for ACES […]
When I set up the lighting, I think I want to control the reflection expression of golden armor or metallic independently of the ambient light. By modifying the Specular IBL […]
WIP LIST. Custom Shadow color. Reflection Occlusion. Branch for Equipment. Dual Lobe specualar.
It is fully optimized for mobile game rendering.The PBR lighting model was not used for.Using the BlinnPhong Approximation based on the energy conservation formula.Parallax mapping with directivity is used.The artist […]
Written by JP.Lee心动的 Technical Art team leader.Former Allegorithmic Adobe Lead technical Artist.Former Netease Technical art director at HZ.Former Samsung Electronics R&D Center Technical Artist and Researcher. Most of my time […]
Dual Lobe BeckMann Custom HDR Reflection for More Metallic.
Solution researcher : JP Explore ways to reduce the appearance of far-ground floor texture repetitions as clearly as possible.Technology that can be used on top level mobile hardware or primarily […]