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WHO I AMTECHNICAL ART DIRECTOR AT NETEASE PANGU GAME STUDIO
(PRESENT).
LEAD TECHNICAL ARTIST / EVANGELIST AT ALLEGORITHMIC.
TECHNICAL ART DIRECTOR AT PLAYNERY.
PRODUCER / TECHNICAL DIRECTOR AT DEVCLEN (NVIDIA PARTNER)
AND I STILL NOW WORKING FOR GAME INDUSTRY DURING 19 YEARS…
INTERESTING.
RENDERING WITH SHADER IMPROVEMENTS
APPROACHING OF PROCEDURAL MODELING.
CODE OPTIMIZING
PRESENTATION SUMMARY
InspirationsNot an A to Z
Speech of today It is not a mentioned about How to made by A to Z.
How to apply work process through simplified idea those it looking around to possibility.
You guys could be know about How to become efficiently glowing up your workflow through In this session.
BRIEF OF PBR
Looking for this images. I guess you guys too much time to this images right? What do you have thinking from…?
BUILD UP COLOR MASK
This is color mask RGB right?
Yes.
But We could not using it!
Any idea?
Color to Gray as color algebra.
BUILD UP COLOR MASK
Value of ‘0.0’ to ‘1.0’ that use to expression for micro facet also Metallic too.
General idea approaching.
We need just phase of 1 to 10 that enough I trust.
BUILD UP COLOR MASK
exceptional substance as ceramic but…
Wrong of Molecular Structure Binding Properties.
Glass + Metal= Exactly it become other substance
Recommend using Layer shader.
BUILD UP COLOR MASK This images explained about more
extension of PBR as substance phase. Looking for just phase of 0 to 1.
BUILD UP COLOR MASKSimple review of example
This example is just about automatic setup for basement of pbr roughness value in substance designer.
Applied using vertex color from 3dsmax via color mask table and bake using Color Map from Mesh for Color Mask.
This imagery of copyright by Netease.Pangu game studio. Artist by Sengmin.Kim
BUILD UP COLOR MASK
Basic function approach of test those it fine of result. It is very simple approach from idea those it could be turn up for more functional.
Simple review of example
This imagery of copyright by Netease.Pangu game studio. Artist by Sengmin.Kim
BUILD UP COLOR MASKMaterial setup via your color mask.
We can extending this filter for your workflow.
BUILD UP COLOR MASKBasic structure of substance designer side.
Color mask Gen
ID Color InputFrom Mask table
Original material Colour
Roughness/Metallic
Weight float value multiplier as function
Weight float multiplier limitation : ±0.025
For example if currently roughness value is 0.2 When you could be according to adjustment about from Positive 0.025 to negative 0.025.
Extend structure of substance painter side.
Base pbr setting done
One fill layerCustom color mask filter
Final your color adjust colour
Wearing and scratching
Final adjust R/M value
Mask gen with add fill
Add paint for painting layerIf those painted.
BUILD UP COLOR MASKBasic structure of substance designer side.
Attribute export Turn off the color management
Adding to your custom filter path into your substance designer.
BUILD UP COLOR MASKBasic structure of substance designer side.
General automatic conversions of result ID Source Roughness Metallic
BUILD UP COLOR MASKBasic structure of substance designer side.
Adding to your custom filter lists. I am using to Tags and Author as jp.lee.
BUILD UP COLOR MASKColor ID 2 Material full node view.
Adding to your custom filter lists. I am using to Tags and Author as jp.lee.
[Opacity : Bool]
Layer Blending Customizing.
Expose to colour presets from base materials.
[Material Preset]
BUILD UP COLOR MASKExposed custom function tips.
input["bool_matPaint_08"]
[Bool value]
[Condition input]
If you want to change such visible and invisible When you guys using custom state of option you could do use this.
true
false
Blend mode = Switch
BUILD UP COLOR MASKFocus. Don’t forget make simplification as properties of material for your workflow. Removal of unnecessary materials properties. Normalized work processes are most important. Approximated value is no problem.
Conductive and Nonconductive. Surface reflectance from micro facet. Layered color painting on the surface. Understanding about condition of surface scratching.
Essential considering stuff.
You must decision of basic IBL for standardization as PBR surface colour. Day time of 12:00 PM ~ 2:00 PM from outdoor. Studio lighting as black and white luminance environment.
Consider about affect of IBL to surface colour.
Same materialDifferent look dev.
BUILD UP COLOR MASKAdditional adjust your options. All team make sure When working for same project that use to default IBL source because IBL source have important light source with
affect to surface colour for your all pbr material and I say again pbr surface colour correction is most important.
BUILD UP COLOR MASK
Substance most filter those necessary AO mask or Curvature map indeed. Why… It most related about corner such as inner or outer.
Understanding Why We need AO map and Curvature map for filter works.
Inner corner area those not affect from some scratchable objects. We can use to AO map that good of choice as dark area.
Outer corner area those too much exposed about affect from some scratchable objects.
We can use to Curvature map that is good of choice as White area for the damage.
Scratch? Curvature?
MATCHING PBR LOOK.DEP
MATCHING PBR
LOOK.DEV We would be apply to unity3D with standard pbr shader(metallic/roughness) used by exported textures from substance
painter. In some case just looking around about several options of export textures presets those it How to customizing. Some doing work for calibration about such as substance painter and unity3D scene environments for result compare.
SPECULAR REFLECTION IMPORTANT NUMBER OFSAMPLES FOR RADIANCE
MATCHING PBR LOOK.DEV
Look around about Substance painter rendering quality. Specular reflection with importance sample. Float ndv = dot(vectors.eye, vertors.normal); vec3 Ln = -reflect(vertors.eye, Hn); //Light vector using viewer’s eye directions.
MATCHING PBR LOOK.DEV
Case of Mixed AO : If you guys modifying to AO map from information texture via layer You should use Mixed AO by converted maps. Case of Glossiness : Roughness of substance painter convert to unity3D smoothness , Which those invert grayscale. Float ndv = dot(vectors.eye, vertors.normal); vec3 Ln = -reflect(vertors.eye, Hn); //Light vector using viewer’s eye directions.
MATCHING PBR LOOK.DEV Standard scene setup as similar to substance painter. Same environment need as IBL cube map. In this case We use to basic IBL cube map as panoram.hdr ( path : Resources/shelf/allegorithmic/environment/Exterior
Copy into your directory of game engine as project. Same environment need as IBL cube map. In this case We use to basic IBL cube map as panoram.hdr ( path :
Resources/shelf/allegorithmic/environment/Exterior
MATCHING PBR LOOK.DEV
Some different of stuff : Unity3D have affective directional light So You should check to IBL light source direction with adjust to your directional light as similarly match of direction.
Little different of IBL rendering method but result have an approximately.
MATCHING PBR LOOK.DEV Unity HDRI Pack
Removed sun light in IBL source supported. Unity3D those very good experimental lookdev tool provide you.
Using unity3D 5.6 LOOK DEV
MATCHING PBR LOOK.DEV Same IBL with same exposure value. Back and Front lighting compare with single IBL.
Using unity3D 5.6 LOOK DEV Different IBL with same exposure value. Different IBL with Different exposure value.
MATCHING PBR LOOK.DEV Unity HDRI Pack
White point balanced lookdev IBL from Unity3D. Copy to your substance painter resources directory or preset directory it very useful for your pbr match works indeed.
Using unity3D 5.6 LOOK DEV
OSX : documents/substance painter 2/shelf/environments
MATCHING PBR LOOK.DEV
Custom tweak of art result
We would be apply to unity3D with standard pbr shader(metallic/roughness) used by exported textures from substance painter.
In some case just looking around about several options of export textures presets those it How to customizing. Some doing work for calibration about such as substance painter and unity3D scene environments for result compare.
TWEAKING
Generally pbr shading on mobile devices does not enough evident expression of shading. Using Baked Lighting it very useful for evident shading on mobile but that is not essential.
Bake Lighting filter for mobile game workflow.
TWEAKING
Press to C key You guys could be see to baked shading from Base Color. Substance Painter currently provide kind of two option of baked lighting filters such as baked lighting and baked lighting environment.
This is new feature of baked lighting. Just turn on to color that will be use to
composite layer or some stuff if you useable.
Bake Lighting filter for mobile game workflow.
TWEAKING
Bake Lighting node those made used Level with light position as math at above. Next page have some simply understanding about WSN with re-lighting.
Bake Lighting filter for mobile game workflow.
light_base mg_light
TWEAKING
Disassemble of World space normal Also WSN channel R = X , G = Y , B = Z
Using World space normal