Hobbies of Research stuff

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 for decal printing. More learning about this? Check it my Patreon. https://www.patreon.com/posts/iridescence-51922903

How I could be simulation Display p3 Color Gamut inside Game-Engine development mode.

Author : leejungpyo@corp.netease.com First published this topic : 2021.5.10 What is this issues I was focused on now. Purpose. Basically Chinese game industry have a lot of old stuff of Dell monitor even now 2021 in years. So many artist When they working there absolutely use to sRGB thigh color gamut space but modern display […]

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 for Substance Painter. Reference Filmic Tonemapping with Piecewise Power Curves – Filmic Worlds

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 art 的主题 一步一步来了解一下。 Stylize是究竟是什么意思呢? Stylized纯粹的词典定义是符合某种特定一致框架的样式的意思。 那么Stylized art的定义是什么呢? 在美术层面什么是Stylized texture ,Stylizedgame art 到底是什么我们究竟知道吗? 我和大家有必要需要一些时间对几个意义进行分析。 这样可以进行充分的理解。 今天要一起了解的游戏美术中的程式化艺术(Chéngshìhuàyìshù),为了能从根本上了解,首先要先从一般化的定义开始说。 ‘程式化艺术’是用很长时间使用的技巧。 1979年 ‘TheGreat Soviet Dictionary’定义说 “包括线与形态的简化和空间和颜色的关系在内,使用多种多样的传统方法,将其视为人物和物体装饰的普通化。”表现的卓越风格。 与这种模式相反的‘现实主义艺术’的样式从接近现实的模式出发。(现在在艺术方面这一词是进化的,反而有微妙的差异。) 为了使主题表现出接近现实的想法,艺术家可以使用‘程式化艺术创造主题及样式的形象。把重点放在颜色,线及作品的感人的特性上。 ‘程式化艺术’ 可以说从很远也可以看到的古代洞穴壁画的简单的视觉表现中开始的。 虽然长时间艺术的方向在不断进化,但是随着时间的流逝,很多艺术家们都以写实表现了起来,直到文艺复兴时代和19世纪初期,写实的表现得到了更多的探究。 但是19世纪初,中期的‘印象派艺术’ 以学问衍生出来后,比起严格的现实主义表现,在颜色和光上的多种实验和研究,转移到有什么故事情节(Storytelling),能识别主题的描写和形状与接近性的方式的视觉艺术上。 有一个必须要记住的东西。 古代洞穴壁的简单化壁画,在很远的地方也能看到吧?请记住。 这次的视频是Journey开发公司的新作Sky 虽然也使用了节制的表现,但整体的完成度很高,这也可以说很有程式化艺术的代表性。 下一个是最近在韩国制作的游戏介绍视频。以整体的颜色和形态为主,几乎都是设计表现的游戏,现在在韩国游戏开发人员中也受到了艺术性的评价。 Journey可以说是一个具有代表性的游戏。 虽然美术效果有限,但要看一看几种这种风格的成功的游戏美术。 […]

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 […]

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 […]

Using physical lighting units with Enlighten and UE4.(Translated topic/Extra explaining)

Original topic by Silicon Studio Japan at 2019.Additional extra declaring by JPLee at 2021. This document is written in English and added Chinese using a baidu translator.It can include a number of mistranslations. Physical-based rendering (https://en.wikipedia.org/wiki/Physically_based_rendering) has become the standard technology for game development. Provides a simple way to create materials based on physical parameters […]

Lookdev environment scene creation for mobile game.

회사일 말고 일본 모 회사 관련된 모바일 렌더링 처리를 하던 중에 개발팀용 룩뎁 장면을 설정 중입니다. 표준 렌더링 장면이라서 light theme 은 아니에요. I am setting up a lookdep 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 […]

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