Preface. A demonstration for learning about the concept that can actively utilize the information of various information textures baked. 前言。学习可以积极利用烘焙的各种信息纹理的信息的概念的演示。 https://videopress.com/v/ilsCLkpc?resizeToParent=true&cover=true&preloadContent=metadata
2D Lut adjustment for mobile LUT with Photoshop.
Please note that using Photoshop for grading isn't recommended as it only has very limited capabilities when it comes to 32bit editing. Before going to work… Older versions of Photoshop cannot do the following. If you want to work with the PC version of Lut, you must use the 2018 version of Photoshop.
White color temperature calibrations of game engines
SP 和Unity引擎或者虚幻引擎等多数引擎之间都有显示上的差异。 现在我们需要了解两个方面。 这本书的后面也会讲到,就算是通用的pbr渲染,内部也会有软件上的差异。 差距明显的例子有,随着 Sampling 次数的不同,渲染的品质也有很大的差距。
AUTO-GENERATION SURFACE CHARACTERISTIC FILTER
summary. This example is about developing a filter that automatically generates the Roughness and Metallic values of a surface using a list of COLOR IDs. 概括。 此示例是关于开发一个过滤器,该过滤器使用 COLOR ID 列表自动生成表面的粗糙度和金属值。 NEED VPN IF YOU LIVE IN MAINLAND OF CHINA https://vimeo.com/571184126
有效运用 Color mask 和开发 Automation material。[2017]
OVERVIEW 来了解下怎么用 SD 构成制作工程。 为了维持PBR的品质,我们美术要用 SD 的各种功能制作系统并深入理解 SD 的 Workflow。
Cutscene Editor Slate Tutorial since by 2016.
这部影片是韩国人的声音。但是您只能通过观看视频来理解它。 This video is a Korean voice.But you can understand it only by watching the video. https://videopress.com/v/5xLiKv8Z?resizeToParent=true&cover=true&preloadContent=metadata https://videopress.com/v/Yb0CRhWV?resizeToParent=true&cover=true&preloadContent=metadata https://videopress.com/v/I09Xsxas?resizeToParent=true&cover=true&preloadContent=metadata https://videopress.com/v/L43kyStT?resizeToParent=true&cover=true&preloadContent=metadata
Stylized Texturing Substance Designer tutorial since by 2013 in years.
This post is an example of the process of combining Substance designer and Unity shading while learning the Substance designer for the first time in 2013. During the month of March, I would like to share code, node sharing, etc. while writing a basic manual for each node, previewing characters using a light capture shader,... Continue Reading →