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 […]
IDT ODT Simulated ACES UE4 log Tone-Mapped SD的旧版本不具有ACES色彩配置文件功能，因此我自己制作。 之后，我们与总部开发团队进行了沟通，并将OpenColor IO正式添加到SD，并将ACES Tonemapping添加到Render节点。
Change issued. Environment reflection method used by UE4. Some reflect approximation method has optimized friendly performance of mobile. Huge reduce to texture sampler counts. AO map generated used from height […]