Found while browsing the notion page…. Some shots of Project-B character stuff
There’s a part of Project B that was left on the notifications page that we were trying to work on…
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Individually Controllable Ambient Cubemap Color.UE5
정말 오랫만에 내 개인 블로그에 간단한 결과물을 올리게 되었습니다. 최근 한국으로 귀국 한 이후에는 UE5 와 U3D 엔진을 사용하는 몇…
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Editor mode Lookat Camera
씨네마틱 팀의 개발 요구가 있었기 때문에 간단히 구현 한 Editor mode Lookat Camera. 편집기 에서 이벤트 콜백이 업데이트 되야 하기…
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Gran-Turismo Tonemapper Integrated and Compared look.
Compared results between ACES and Gran-turismo Tone-map applied inside UE5.1.1 This integrated method not used before tonemap or replace tonemap…
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Uber Shader GUI Document.
Design philosophy.
1. We do not design an interface that goes beyond the framework of the existing Unity3D ShaderGUI. 2.…
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Detail-Map Expression texture norm Document
Detail-Map Expression texture norm Document
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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…
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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…
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BI-Planar Mapping
ArtStation – Bi-Planar mapping URP Deferred and Forward shader, JP Lee Complete Example here Bi-Planar Mapping GitLab | JP Lee…
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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…
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Light-Probe Data manager implementation [2017]
purpose of implementations. 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…
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Advanced Ambient occlusion method implementation for your look-dev
Advanced Ambient occlusion method implementation for your look-dev. Advanced Ambient occlusion Purpose: AO handling of shaders When you guys usually…
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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…
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UE4 ACES Tone mapping port URP.
The Unity version used for training is 2021.1.18, and it was written based on the URP 11 version.用于训练的Unity版本为2021.1.18,基于URP 11版本编写。 We…
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Post Process Tone Mapping Editor Tweak.
Purpose:This course will be given to the art department flexibility.We will try to add parameters to Neutral Tone-mapping and use…
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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…
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Dual Reflection Expression Resource by GIT ( patreon member only )
Dual Reflection Expression Resource by GIT | JP Lee on Patreon
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Temporaly Hair lookdev Document.
Texture Set norm. Cleaned up the interface for Texture Channels.
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Iridescence Lit model improvement for URP
Iridescence Lit model improvement for URP Iridescence based thin film. Transparent refraction with distortion. Preserved Physically correct pbr based. Masking…
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Custom Curve Tone map generated Substance LUT.
Fully Support to Neutral tone mapper and ACES and finally Custom Curve tone map also available generation Hollywood style LUT…
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程序风格化材质制作
2018 in years my presentation of definition of stylized. Written by JP.Lee心动 Tech art team leader.leegoonz@163.com 我是专门设计材质与Shader的韩国人 JP.Lee 今天想和大家分享Stylized game…
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Horizon Occlusion ( Horizon Occlusion for Normal Mapped Reflections )
Horizon Occlusion for Normal Mapped Reflections
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Advanced Skin Shader for Next-Gen Mobile games.
处理角色渲染时,通常会听到许多有关SSS效果的信息。 通常,移动游戏开发环境不常使用Normal Blur Sub-Surface技术的原因是,因为Normal纹理的Mip-Map需要使用DDX、DDY或Gaussian Blur进行实时Blur处理。 现在,内容将介绍预处理实时处理部分的想法步骤。
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Cartoon Shader Additional FX
Purpose of implementations Simple transmittance FX for toony rendering. mesh attribute based shade expression. Bloom and tone-mapped for toony rendering…
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Shadow Stylized Color
The color of the shadows is very important in the whole scene of the game. Artists have direct control over…
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MaterialX with Substance Painter batch installer.
https://github.com/leegoonz/MaterialX_batchInstall MaterialX Shader generation
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Lookdev environment scene creation for mobile game.
I am setting up a look-dev scene for the development team while doing mobile rendering processing for a Japanese parent…
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[Advanced]Anti-Tilled technique by Stochastic
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…
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Look dev material preview project initializing demonstration for unity.
Sync camera for game view with scene view and hot to setting up for. demonstration for use to Free camera…
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Dual Specular IBL demonstration.
When I set up the lighting, I think I want to control the reflection expression of golden armor or metallic…
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Skin shader in Gamma Space improvement WIP.
WIP LIST. Custom Shadow color. Reflection Occlusion. Branch for Equipment. Dual Lobe specualar.
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Indirect Drawing with Unity
This is a reorganization of the Unity presentation. end of content.
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Mip-chain artist template by Substance designer.
커스텀 밉맵체인에 대응하는 Substance designer template 제작을 간단하게 소개 하고 게임엔진에서 사용하는 툴의 특성을 이해 한 후 TA 가 어떤…
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Custom Mipmap encoding practice.
此示例不是生产级别。该示例可以在生产级别使用,但是可以通过添加更有效的功能将其升级到完整的生产级别功能。This example is not a production level.This example can be used at the production level, but it can be upgraded…
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dev-log 2016 in years at 网易
Late version of monthly report at the April to august 2016 in years. It is an old monthly document that…
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Tree leaf color painter from 2016 in years.
In general, leaves use a vertex color channel for wind effect.We can define vertex color for color expression in uv2…
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More Realistic eyeball approach for Mobile visualization.
It is fully optimized for mobile game rendering.The PBR lighting model was not used for.Using the BlinnPhong Approximation based on…
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Freeze On Air online dev since by 2004 in years.
Invested from http://www.gomcorp.com/ and developed at Brownie Studio.A casual sports online game project where I left the design company Artbox…
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TERRAIN DECAL EDITOR 制作功能需求 第一版
这主要通过两个步骤完成。首先,创建一个基于网格的基本贴花。 Overview: Collect the opinions of artists participating in the X2M project and propose alternative opinions. Because the number of…
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(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…
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Extra technique for Skin shader by URP
Dual Lobe BeckMann Custom HDR Reflection for More Metallic.
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开发皮肤着色器的注意事项。 2019版本。
Abstract… objectVarious considerations for the development of skin shaders for OpenGL 3.2 or higher devices released in the generation after…
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Anti-Tilled technique by Stochastic
Solution researcher : JP Explore ways to reduce the appearance of far-ground floor texture repetitions as clearly as possible.Technology that…
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ACES MATCHING SHADER FOR SUBSTANCE DESIGNER
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。
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Customized Unity Standard mobile PBR from 2018
Change issued. Environment reflection method used by UE4. Some reflect approximation method has optimized friendly performance of mobile. Huge reduce…
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Matcap Rim lighting for Mobile by 2013 in years.
SBSAR with Matcap Rim lighting for Mobile hardware. 我将继续与Substance Unity合作,在现有的B2M之外创建一些着色器。 由于我们尚未对光的方向进行任何计算,因此根据支持的视图空间的遮罩替换了环境照明。 坦白讲,复杂的结构很困难,因为这种方法必须在较旧的移动硬件上使用。 所以我决定一起制作一个实质性的移动版本… 我们只是添加一些参数。 为了在不显着增加度量和参数的情况下减少计算量,我们基于查找纹理实现了边缘照明,然后基于边缘颜色的颜色基础构造了各种圆形渐变贴图。 我们为Invert.Y提供了一个范围来处理现有法线贴图的Y轴反转。 -1至1 …如果创建自定义材质检查器并再次附加组件,则可以将其除以true false。 但是,这种方法很麻烦,而且无论如何都只能以-1和1的值传递给normal.y。…
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FASTEST MOBILE FAKE BRDF SKIN SHADER 2012 in years
FASTEST MOBILE FAKE BRDF SKIN SHADER This character used custom mobile skin shader.That shading theory is blend normal and sin…
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X2M mobile mmo rpg
整个世界的空间为32 Km X 32 Km 真实地形世界空间为16Km x 16Km
运行时包括Light Probe SH数据流时完全流式处理(内部开发)。
远近阴影处理。 -VariableShadow,Distance ShadowMap(将视差阴影缓存视为纹理数组) -阴影卷代理网格系统。
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程序风格化材质制作
2018 in years my presentation of definition of stylized. Written by JP.Lee心动 Tech art team leader.leegoonz@163.com 我是专门设计材质与Shader的韩国人 JP.Lee 今天想和大家分享Stylized game…
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建议和经验,不要只听技术
Written by JP.Lee 我是心动的 Technical art team leader. leegoonz@163.com 这是一款独立游戏的遗产,我在2013年与两个朋友合作后做了一点工作。将3D渲染处理直接添加到cocos2D引擎并集成Bullet物理引擎。这款游戏失去了独立游戏的初衷,因为它本身就是游戏工具。 我与一个小型办公室签约,每月支付约3000元人民币。当我离开工作时,我聚集在办公室并逐渐成长。 在Spine工具问世之前,我必须自己开发工具,但是正在开发它的朋友专门从事引擎和工具的生产工作,因此我每天晚上花费大量时间来添加和组织功能。也许即使在此期间,作为技术艺术家,他也专注于功能。 This is legacy of an indie game that…
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[Mobile shader] Dual Lobe GGX works
Unity3D URP Dual Lobe GGX works Dual Lobe Debug view.
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Stylized Shadow
Stylized Shadow For China user https://www.bilibili.com/video/BV1y541187MS/
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Using Onedrive cloud sync with your project of Dev. Korean.
중국에 거주하다보니 집에 SVN 서버를 직접 설립하기 힘들었다.인터넷 회사에서 제공한 공유기의 계정도 모를뿐더러 모두 중국어로 되어 있기 때문에 DDNS 를…
Keep readingDisable to bUseUnityBuild even building to UE4 source-code.
BuildConfiguration Download bUseUnityBuildWhether to unify C++ code into larger files for faster compilation. bForceUnityBuildWhether to force C++ source files to…
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Gamma Space skin shader development.
Developer: JPLee Email: leegoonz@163.com JP Lee | creating Game | Patreon Unity Version. Rendering pipeline: Standard RP. Summary. Most of…
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Installing MaterialX Substance Designer Beta Plug-in.
This previous page has move to Patron.
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Substance Painter Shader Guide part 3. – Adding to Gaussian Blur9
Summary. What you’re practicing in this post may be helpful when implementing a skin shader in the next.The goal is…
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OthorCulledGPU_LightMapper_Manager
根据针对场景lightmap效果改善的调查结果,发现现在美术在制作的时候效率非常低.首先来理解一下照明美术的特性吧。因为没有完全使用实时GI,所以需要进行烘焙.这个时候需要进行非常多的修改制作. 照明美术的作业需要非常细致,并且结果直接关系到最终的用户体验,因此可以支持反复预览查看的制作环境是一个非常重要的核心要素
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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…
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NVIDIA Tegra3 Tech Dev log by since 2011 in years.
Tech prototype works for Tegra3 GPU ordered from NVIDIA. Using the Nvidia physics engine with some configuration is very important.After…
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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.
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Shatter FX used by general NVIDIA PhysX
First organized since by 2016 in years at Netease
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HOW TO SETTING UP TO MATERIALS LOD.
MATERIALS LOD FOR INGAME PLAY.Organization / Netease Pangu Studio Technical Art Team.Author / JP.Lee Commit schedule : 2016-9-26. To be…
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如何存储在线性空间呈现伽马2.2 GUI。(不是伽马校正)
概述。
这个问题我们讨论相关问题的颜色空间线性spcace,如果你们已经从工作空间但是surdenly会改变γ颜色空间线性颜色空间在你的游戏。
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Concept of Lighting Node:Substance Designer
Baked lighting. First approached since by 2016 in years at Netease. This basic idea is to use the light source…
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Local Reflection bake system
Properties 虽然还没有必要全部实现Unity3D的所有设置,如果能分阶段都实现的话是最好的。下面罗列了基本要实现的值。1.intensity Value in Runtime settings. 2.Blend Distance : Distance值根据Sky Cube或者相邻的其它 Volum box的Cubmap之间的距离来设置Blending的值。 3.Box Projection. Properties 虽然还没有必要全部实现Unity3D的所有设置,如果能分阶段都实现的话是最好的。下面罗列了基本要实现的值。1.Marmoset Engine 에서 제작…
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UE4 PBR TO SUBSTANCE PAINTER SHADER
•pbr-metal-rough : Unreal Engine 4 PC •pbr-metal-rough-legacy-mobile : Unreal Engine 4.19 Mobile •pbr-metal-rough-mobile : Unreal Engine 4.20 Mobile 这是为艺术家开发的Substance-Painter Shader。如果您在项目中工作时修改了着色器,那么对艺术家来说是个好主意。
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Planar mirror reflection
Feature List Floor reflection shader that seems like planar mirror reflection. UV based fake depth fade of reflection added. Source…
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Light-Probe Data manager implementation
purpose of implementations. Possible to adjustment of individual probe SH out data results. Very useful interface design for artists. Light…
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Virtual back lighting method test
Purpose of implementations. Avoiding increasing draw-call.
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Development of three-dimensional pupil shader.
Purpose of implementations.
One draw call rendering by one mesh.
Supporting customization of eyeball pupil.
Simple refraction FX.
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Advanced Skin Shader for Next-Gen Mobile games.
The fastest operating technique of the NORMAL BLUR SUB-SURFACE SCATTERING APPROACHING HOW TO… 处理角色渲染时,通常会听到许多有关SSS效果的信息。通常,移动游戏开发环境不常使用Normal Blur Sub-Surface技术的原因是,因为Normal纹理的Mip-Map需要使用DDX、DDY或Gaussian Blur进行实时Blur处理。现在,内容将介绍预处理实时处理部分的想法步骤。 In order to…
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Energy conserved specular blinn-phong.
Energy conserved specular blinn-phong implementation record Elements of Implementations Energy conserved diffuse with specular. Physically based Fresnel. Environments Reflectance. Ambient…
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ICE SHADER FAMILY FOR MOBILE
Purpose of implementation. Fully support to mobile devices such as opengl-es 2.x to 3.x. Under limited of instruction counts 180.…
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Document size independent texture size control.
Summary. This example presents, creates, and practices how the artists can control the texture size of the desired texture pass…
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Simple Pool Water
WATER SYSTEM Initialized version. OVERVIEW SPECIFICATIONS OF WATER SURFACE EFFECTS 水面折射(扭曲) 表面深度与颜色距离 ( FRESNEL ANGULAR VARIABLE COLOR EFFECT) 水面反射
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