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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 best practices. Neutral Advance It exposes the hidden variables of Neutral tone-mapping suitable for the classification project. When Neutral tone-mapping is applied, the saturation and contrast of colors are generally lowered. Let’s see how the… Tone-mapping assessment guide. 더보기

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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 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 to… Advanced Ambient occlusion method implementation for your look-dev 더보기

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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 by watching the previous two lectures. 看了前面两节课,我想你会对时间映射和后处理堆栈代码结构有一点了解。 Overview. After 2019, there were several requirements that I was received when communicating with the art team, and They wanted theirs rendering result after using post-processing in the… Lut Bake for Substance Painter. 더보기

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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 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 Unity.Exploring this course will give… Post Process Tone Mapping Editor Tweak. 더보기

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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 check the demand of the internal art team, it is the process of extracting the mobile game character data of Netease and testing the internally developed Shader.The left side is a shader using the Gaussian… Advanced Skin Shader for Next-Gen Mobile games. 더보기

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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 look-development. This character model from XRD game data not my own works. 这个来自XRD游戏数据的角色模型不是我自己的作品。 左边是一般的Cartoon rendering。 右边显示的是接近于最近日本动画色调的渲染结果。 虽然美术们认为Tone Mapping主要用于具有真实效果的渲染效果中,但是在最近制作的日本动画渲染技巧下,即使是2D,也往往会使用HDR的情况很多。根据这种趋势,使用Tone Mapping、Bloom和Exposure方法,会得到更有高级感的产物。 最近在日本动漫中甚至还出现了使用Reflection Mapping的情况。 Left is a typical Cartoon rendering. The right side renders closer to the more… Cartoon Shader Additional FX 더보기

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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。 网格地形。– 网格地形的自适应密度。– 网格地形lod + HLOD。-用于地形表面细节系统的置换网格贴花。(我制作的移动友好系统)-随机反耕技术。 详细查看Vista地形。-预烘焙的灯光舞台数据。-自适应远景地形网格物体生成。-支持一天中的时间。-距离淡出与真实地形纹理集融合。 水。-无限新世表面由Perspective空间剔除表面网格。-平面反射系统不考虑高度差。 Fully world space have 32Km X 32KmReal terrain world space have 16Km x 16KmFull streaming when runtime included LightProbe SH data streaming(Inhouse develop). Near and far shadow treatment.-VariableShadow, Distance ShadowMap (Considered Parallax Shadow cache as texture… X2M mobile mmo rpg 더보기

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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 company, not a company. It is not a light theme because it is a standard rendering scene. 我正在为开发团队设置look-dev场景,同时为日本母公司而不是公司进行移动渲染处理。 这不是轻主题,因为它是标准渲染场景。 LOOK DEV MATERIAL PREVIEW PROJECT INITIALIZING DEMONSTRATION FOR UNITY. Sync camera for game view with scene… Lookdev environment scene creation for mobile game. 더보기

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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 anti-repeating visualization result. Xrp Feature result. Test type for Rocky Ground texture. Example of Unlit. Grass field 活用篇. 此 Feature 使 ALU 数量增加近 15 个。但是,此功能通常使用 LOD1 的 LOD2 着色器。一般来说,近距离时不会产生重复的视觉感觉,因为当与相机的距离超过50米时,主要会出现重复的感觉。审查并应用整个 Velod。对于地形,混合 4 张纹理的情况很常见,在某些情况下,有时混合到 7 或 8… [Advanced]Anti-Tilled technique by Stochastic 더보기

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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 navigation when play to game view. Setting up for ACES protocol When working on Look-dev with filmic tone mapping like aces I have presented sRGB to ACEScg for correctly working on look dev with modern… Look dev material preview project initializing demonstration for unity. 더보기

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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 the energy conservation formula.Parallax mapping with directivity is used.The artist can control the direction of the highlight regardless of the angle of the sun, and the intensity of the highlight is automatically corrected in the… More Realistic eyeball approach for Mobile visualization. 더보기

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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 in 2004 and participated.My joined the Motion Design Team as a team leader and served as a development PM.All engines and tools were developed in-house without using a commercial engine.Overall, the careers of the team… Freeze On Air online dev since by 2004 in years. 더보기

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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 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… (WIP) Stylized Toon ver.0.7 더보기

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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 can be used on top level mobile hardware or primarily for the PC version. Applied this method belowEvaluate count of instructor. conclusion. 2 or 3 SAMPLERs increase.It supports a number of mobile hardware released after… Anti-Tilled technique by Stochastic 더보기

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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。 自从我于2007年首次开发和使用它以来,它已经针对手机游戏环境进行了修改。 从那时起,这种方法在中国已被广泛使用。 Matcap Rim lighting for Mobile by 2013 in years. 더보기

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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。 网格地形。– 网格地形的自适应密度。– 网格地形lod + HLOD。-用于地形表面细节系统的置换网格贴花。(我制作的移动友好系统)-随机反耕技术。 详细查看Vista地形。-预烘焙的灯光舞台数据。-自适应远景地形网格物体生成。-支持一天中的时间。-距离淡出与真实地形纹理集融合。 水。-无限新世表面由Perspective空间剔除表面网格。-平面反射系统不考虑高度差。 Fully world space have 32Km X 32KmReal terrain world space have 16Km x 16KmFull streaming when runtime included LightProbe SH data streaming(Inhouse develop). Near and far shadow treatment.-VariableShadow, Distance ShadowMap (Considered Parallax Shadow cache as texture… X2M mobile mmo rpg 더보기

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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 I made a little after work with two friends in 2013.Add 3D rendering processing directly to cocos2D engine and integrate Bullet physics engine.It was a game that lost the original goal of the indie game… 建议和经验,不要只听技术 더보기

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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 빌드하는것도 여간 힘든것이 아니다. 그래서 생각 끝에 전세계 어디에 내가 있더라도 프로젝트를 동기화 하며 중국의 보안 방어막의 영향을 안받는 서비스를 찾았다. 중국에서는 마이크로소프트가 구글이나 아마존에 비해 중국만리장성 파이어월의 영향을 받지않는다. 일시적으로 생성되는 파일들 그러니까 케시파일이날… Using Onedrive cloud sync with your project of Dev. Korean. 더보기

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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 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… A description of the restoration of the glossy effect of indoor scene PBR. 더보기

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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 the monster has completely fallen, you can see that chronic problem of Rag-doll trembling is not seen. 使用具有某些配置的Nvidia物理引擎非常重要。在怪物完全掉下之后,您可以看到没有看到Ragdoll的长期发抖问题。 Improvement works since by 2012 in years. NVIDIA Tegra3 Tech Dev log by since 2011 in years. 더보기

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Simple Pool Water

WATER SYSTEM Initialized version. OVERVIEW Water surface color variable according to camera angle of degree. Used Depth read with Fresnel angular. Remove to useless functions . Removed to Foam effect. Removed some unused lerp. Only use to one of Normal texture. Just piece of one normal texture sampler2D. The piece of two texture parameter that… Simple Pool Water 더보기

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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 한 Local Reflection system : This solution for Unity3D version 4.X with 5.x 2.Included Source code. 为了进行Capture测试,在放中间放了一个球来确认。 为了进行Capture测试,在放中间放了一个球来确认。 在部分已经应用了局部反射的状态下进行的测试。 在部分已经应用了局部反射的状态下进行的测试。 必须使用局部反射的例子。(如果在之前的系统的话,在这里会反射出室外天空的) Local Reflection bake system 더보기

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DUAL PARABOLIC MAT-CAP

Purpose of implementation. I was used screen space light texture technique (matcap or light-cap) since from 2006 in years.And then my new stuff of new matcap technique (I called dual matcap technique) since by 2015 in years When I developed android mobile game in Korea.Basically matcap technique is So famous tweak shader lighting technique for… DUAL PARABOLIC MAT-CAP 더보기

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Cartoon Style Splash FX practice.

Purpose of Practice 概要。项目瀑布波纹效果的要求。内容。参考游戏 : RIM2 Shader 的实现。使用不同的两张波纹(Ripple)纹理,各自设置不同的速度使波纹效果更自然。为了让Mesh的波纹呈现向外围渐渐消失的效果,使用Vertex Color。 为了在Shader使波纹的边缘自然地Fade-out,Vertex color 要用 mask。 先用黑色填满整体后,在开着Soft-Selection的状态下选择里面的Vertex填满红色。 用Vertex tool的Blur功能把整体修改得自然。 Mesh的内部也需要添加自然波纹效果的话,内部也设置成黑色便可。 Shader Snippet 该着色器是使用“ Amplify Shader Editor”创建的。 This shader was created using the Amplify Shader Editor. Cartoon Style Splash FX practice. 더보기

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[experimental]LightMap shader tweaking.

The purpose if implementation. Open exposure value for artist When they want to adjustment to baked-indirect merged pixel result. GI信息存储在Unity3D中的Baked Indirect中,使用Meta Pass来确定相邻的颜色值。评估最终结果的视觉效果时,比起真实值,控制更人为的颜色值的Color Bleeding强度,为了接近美术想要的最终品质,修改Unity3D提供的LightMap最终计算方式的过程。在创作早期原型时,使用Amplify Shader Editor等来快速实现,并与美术协商,以便将其添加到内部项目的lightmap计算中。 GI information saved in Baked Indirect of Unity3D is determined by using Meta Pass for adjacent color values.When evaluating the visual effects of the final result, we control the Color… [experimental]LightMap shader tweaking. 더보기

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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 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 will also replace the light probe information of all merged scenes based on the information of the last scene.The… Light-Probe Data manager implementation 더보기

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Journey to the west [:西遊記:]

2013年,当我担任公司的技术美术总监时,我介绍了两个人开始制作的独立游戏。我没有建立公司,但是我在良才洞Soho中心设有一个小办公室,并在与Someone合作之后进行了开发。即使有一个基准测试游戏,但制作过程却是由于这样的事实,即诞生更接近工程师。 第二天就去公司工作……这并不困难,但游戏性也是一个问题。没那么有趣。这是一个独立的游戏项目,我对缺乏乐趣感到非常兴奋,从这个过程中我收获了很多。我似乎已获得很长一段时间的报酬,但感觉不到。在开发的早期阶段,游戏本身与技术方法之间的联系非常差,而且不是很好。 可能已经过了几个月,但这是值得的。 In 2013, I introduced indie games that I started making with two acquaintances when I worked as a technical art director for a company.I didn’t build a company, but I got a small office at the Soho Center in Yangjae-dong and developed it after work with Someone.Even though there was a game… Journey to the west [:西遊記:] 더보기

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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. 开发瞳孔时,我特别重视的是,能够准确地引导出美术的最终要求。 使用前两个Mesh的方法是由美术队自制的,是消费两个Draw-Call的,没有特别的折射感,所以和美术简单讨论后使用了两个Specular,但是从实际的太阳光源的位置计算出来,其中一个是根据用户的视角计算的,即镜头视角。 我为美术提供的最终目标是Horizon Zero Dawn。 在实现过程中,我们合并了两个Draw-call,最大限度地降低了精度,消除了所有的GGX运算,只使用Normalized Blinn-Phong Specular实现。 ALU在处理折射时有所增加,但删除了依赖于PBR的某些部分,使得整体ALU比正常的PBR少了一些,实现了CustomUV,从而减少了Pixel Shader Stage计算的部分。 现在,我们使用Replection Cubemap来实现油膜的光泽度,而在下一个优化版本中,将更改为Dual Parabolic Reflection,以进一步优化它。 创作原型时,使用Amplify Shader Editor来实现了它。 实现了Eye Refraction function, Mode写为Create的话之后在代码中会以函数形式来记录。 写最终代码的时候,有着更易读的优点。 An important part of my development of the pupils was to pinpoint exactly what… Development of three-dimensional pupil shader. 더보기

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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 check the demand of the internal art team, it is the process of extracting the mobile game character data of Netease and testing the internally developed Shader.The left side is a shader using Gaussian Blur… Advanced Skin Shader for Next-Gen Mobile games. 더보기

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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 lighting adjustment controller. Energy conserved diffuse with specular. about energy conserved specular. Energy conserved experimental code block. Simulate of Specular Reflectance Energy conserved specular blinn-phong. 더보기

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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. Under limited texture fetching counts 6. 完全支持移动设备,例如opengl-es 2.x至3.x. 指令数限制下为180。 在有限的纹理抓取下计数为6。 The game I’m developing now implements a point light that doesn’t work at all in the rendering core. In order to achieve the permeation effect,… ICE SHADER FAMILY FOR MOBILE 더보기

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