Advanced Ambient occlusion method implementation for your look-dev
Advanced Ambient occlusion method implementation for your look-dev. https://videopress.com/v/zjErLNcH?resizeToParent=true&cover=true&preloadContent=metadata Advanced Ambient occlusion Purpose: AO handling of shaders When you guys usually using URP or basic mobile hardware is very simple. When using HDRP, more sophisticated specular shielding and environment reflection shielding are performed using the AO calculation formula using bent normal. A similar effect is... Continue Reading →
Post Process Tone Mapping Editor Tweak.
Feature image copywright by https://www.racoon-artworks.de/cgbasics/tonemapping.php Purpose:This course will be given to the art department flexibility.We will try to add parameters to Neutral Tone-mapping and use editor mode.Depending on the nature of the project, try adding Fast Tone mapping, which focuses on faster operation, to the Post Process.Let's try porting Unreal Engine's Aces tone mapping to... Continue Reading →
Stylized toon Urp update.
草稿日期。2021년 7월 13일. Preface After leaving the company after a long time, I am going to research some rendering techniques and post them on Github. By writing this pages, I think I will be able to remind myself of my old memories. So... I want to say that I didn't want to do anything too... Continue Reading →
Indirect Drawing with Unity
This is a reorganization of the Unity presentation. end of content.
(WIP) Stylized Toon ver.0.7
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 since I left the company has been devoted to Stylized Shading research. This is because most of the company's projects are either cartoon rendering or... Continue Reading →
A description of the restoration of the glossy effect of indoor scene PBR.
A description of the restoration of the glossy effect of indoor scene PBR. a fundamental cause For the Unity or Unreal engines they are currently using, the following structures are taken. There is a technique called Indirect GI in unity and a lighting bake in unreal engines that states Stationary. In general, both of these... Continue Reading →