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SUBSTANCE GENERAL
WORKFLOW
.NETEASE PANGU GAMESTUDIO
TECHNICAL ART DIRECTOR | LEE.JUNGPYO
hzlizhengbiao@corp.netease.com
WHO I AM
TECHNICAL 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
CONTENTS
PRESENTATION SUMMARY
BRIEF OF PBR
BUILD UP TEMPLATE OF COLOR
MASK
MATCHING PBR LOOKDEV
PRESENTATION SUMMARY
Inspirations
Not 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…?
BRIEF OF PBR
UNIFIED.
SIMPLIFICATIO
N
“General idea
approaching”
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
Idea from color wheel.
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
Conformity check of pbr micro facet surface.
BUILD UP COLOR MASK
Make custom function with Mask-Gen.
BUILD UP COLOR MASK
Evaluation of the material result.
Designer Painter
BUILD UP COLOR MASK
We had correctly result of pbr micro facet
values.
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 MASK
Simple 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 MASK
Material setup via your color mask.
We can extending this filter for your workflow.
BUILD UP COLOR MASK
Basic structure of substance designer side.
Color mask Gen
ID Color Input
From 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 layer
Custom 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 layer
If those painted.
BUILD UP COLOR MASK
Basic 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 MASK
Basic structure of substance designer side.
 General automatic conversions of result  ID Source  Roughness  Metallic
BUILD UP COLOR MASK
Basic structure of substance designer side.
 Adding to your custom filter lists.
 I am using to Tags and Author as jp.lee.
BUILD UP COLOR MASK
Color 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 MASK
Exposed 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 MASK
Focus.
 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 material
Different look dev.
BUILD UP COLOR MASK
Additional 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 OF
SAMPLES 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
Irradiance VS Spherical Harmonics.
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
TWEAKING
 Disassemble of World space normal
Bake Lighting filter understanding practice
MATCHING PBR LOOK.DEV
QA note
 In some case represent to correct errors from QA talk before at substance user group seminar.
 DXT5 channel structure = R(5)G(6)B(5)A(8)
 DXT5nm = swizzle R(X) or B(Z) to A(W)
 OPENGLES nm = Generally 4 bit per channel as PVRTC

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Substanceshanghaippt repacked

  • 1. SUBSTANCE GENERAL WORKFLOW .NETEASE PANGU GAMESTUDIO TECHNICAL ART DIRECTOR | LEE.JUNGPYO hzlizhengbiao@corp.netease.com
  • 2. WHO I AM TECHNICAL 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
  • 3. CONTENTS PRESENTATION SUMMARY BRIEF OF PBR BUILD UP TEMPLATE OF COLOR MASK MATCHING PBR LOOKDEV
  • 4. PRESENTATION SUMMARY Inspirations Not 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.
  • 5. BRIEF OF PBR  Looking for this images.  I guess you guys too much time to this images right?  What do you have thinking from…?
  • 7. 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.
  • 8. BUILD UP COLOR MASK Idea from color wheel.
  • 9. 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.
  • 10. 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.
  • 11. BUILD UP COLOR MASK Conformity check of pbr micro facet surface.
  • 12. BUILD UP COLOR MASK Make custom function with Mask-Gen.
  • 13. BUILD UP COLOR MASK Evaluation of the material result. Designer Painter
  • 14. BUILD UP COLOR MASK We had correctly result of pbr micro facet values.
  • 15. BUILD UP COLOR MASK  This images explained about more extension of PBR as substance phase.  Looking for just phase of 0 to 1.
  • 16. BUILD UP COLOR MASK Simple 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
  • 17. 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
  • 18. BUILD UP COLOR MASK Material setup via your color mask. We can extending this filter for your workflow.
  • 19. BUILD UP COLOR MASK Basic structure of substance designer side. Color mask Gen ID Color Input From 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 layer Custom 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 layer If those painted.
  • 20. BUILD UP COLOR MASK Basic structure of substance designer side.  Attribute export  Turn off the color management  Adding to your custom filter path into your substance designer.
  • 21. BUILD UP COLOR MASK Basic structure of substance designer side.  General automatic conversions of result  ID Source  Roughness  Metallic
  • 22. BUILD UP COLOR MASK Basic structure of substance designer side.  Adding to your custom filter lists.  I am using to Tags and Author as jp.lee.
  • 23. BUILD UP COLOR MASK Color 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]
  • 24. BUILD UP COLOR MASK Exposed 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
  • 25. BUILD UP COLOR MASK Focus.  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 material Different look dev.
  • 26. BUILD UP COLOR MASK Additional 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.
  • 27. 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?
  • 28. 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.
  • 29. SPECULAR REFLECTION IMPORTANT NUMBER OF SAMPLES 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.
  • 30. MATCHING PBR LOOK.DEV Irradiance VS Spherical Harmonics.
  • 31. 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.
  • 32. 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
  • 33. 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.
  • 34. 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
  • 35. 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.
  • 36. 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
  • 37. 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.
  • 38. 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.
  • 39. 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.
  • 40. 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
  • 41. TWEAKING  Disassemble of World space normal  Also WSN channel R = X , G = Y , B = Z Using World space normal
  • 42. TWEAKING  Disassemble of World space normal Bake Lighting filter understanding practice
  • 43. MATCHING PBR LOOK.DEV QA note  In some case represent to correct errors from QA talk before at substance user group seminar.  DXT5 channel structure = R(5)G(6)B(5)A(8)  DXT5nm = swizzle R(X) or B(Z) to A(W)  OPENGLES nm = Generally 4 bit per channel as PVRTC

Editor's Notes

  1. Hello. This is JP from Korea. Welcome to come in substance user group at Shanghai in China. I am very proud of attending to this seminar with introduce about me it feel vey honored. My major part of work is technology of art as technical art direction or pipe line director kind. Currently working for "Netease Hangzhou Pangu game studio" and former worked at allegorithmic as technical artist and evangelist.
  2. 오늘의 발표는 하나 부터 끝까지 어떻게 완성 하는가에 대하여 다루지 않습니다. 간략한 아이디어를 디자이너와 페인터를 사용 하여 어떻게 업무에 접목 시켜 볼 수 있는지 그 가능성을 살펴 볼 것입니다. 실제 이와 비슷한 공정을 실무에 도입 하여 사용 하고 있습니다. 여러분은 이번 강연을 통해 업무 공정을 좀 더 효율적으로 발전 시키기 위해 어떤 시각으로 디자이너와 페인터를 바라봐야 하는가 고민 해 볼 수 있게 될 것입니다.
  3. 우리는 최근 수 년간 PBR 에 대한 많은 자료를 봤을 것입니다. 보편적으로 게임 업계에서 사용 되어 지는 Roughness and Metallic PBR 을 사용 할 것입니다. Specular Model 은 DISNEY GGX 를 기준으로 합니다. 이번 유저그룹 세미나에서 세부적인 PBR 의 Micro Facet 에 대한 조명모델 설명은 언급 하지 않겠습니다.
  4. 우리는 스튜디오 내부 또는 외주 협력 팀과 어떻게 통일적인 PBR 표현의 기본적인 표준을 수립 할 것인가 고민 해야 합니다.
  5. 색상환(Color Wheel) 에서 착안 한 Color mask 테이블 이다. 이번 설명에서는 부도체(Die election)와 도체(Election)에 대한 구분은 하지 않겠다. 기본적으로 전도체를 기준으로 하고 그 중에서 Silver 를 기준으로 한다. 여기서 간략하게 도체의 특성과 PBR 의 관계만 잠깐 언급 하겠습니다. Election 에서 우리 눈에 보이는 색상은 도체를 이루고 있는 분자 구조 중 결합물질의 전성비율에 의해 변조 된 Reflection 에 의한 Specular color 라고 볼 수 있다. 실제 환경에서 Diffusion 은 무시 되고 우리가 색상으로 표현 하는 것은 Reflection 에 의한 보이는 색상이다. 99 프로 순수한 금의 Albedo 의 색상이 결정 되는 원리 라고 이해 할 수 있다. 참고로 부도체 와 도체 중간 물질도 있는데 대표적인 것이 세라믹과 같은 것이다. 화학적으로 분자 구조를 강제 결합 한 것이라고 이해 하면 된다.
  6. 표면의 거칠기가 점진적으로 달라지는 경우의 물질은 흔하지 않다. 분자 구조의 결합성이 완전히 다른 두 물질은 완전히 결합 되지 않는다. 금속과 유리는 일반적으로 결합 되지 않는다. 복합 유기물 구조의 화학적 물질이나 세라믹과 같은 전기음성도에 따른 다중 결합이 가능 한 물질도 있다.
  7. 표면 거칠기 가중치에 대하여 아티스트와 함께 시각적으로 충분한 구분을 할 수 있는 효과를 확인 합니다. 표면 거칠기와 도체와 부도체 구분이 올바름을 확인 하면 이것을 바탕으로 확장 하여 스튜디오 내부 초기 질감 셋업에 대한 통합 공정을 구축 할 수 있다. 이번 발표에서 모든 제작 과정을 다룰 수 없음을 이해 바란다.
  8. 질감 표준 메트리얼 유틸리티를 제작 하기 위한 기본적인 컬러 마스크 동작을 확인.
  9. 표면 속성의 구분을 페인터 에서 간략히 평가 한 후 Smart Material 개발 구조를 수립. TA 는 아티스트와 협의 하여 표면의 표현에 필요 한 필터 효과를 선별. 단기간에 바로 최종 버전을 제작 할 수 없다. 게임 아트의 방향성을 검토 하고 최소한의 메트리얼 기능을 Massive 하게 선별 하여 Smart Material 을 제작 해야 한다. Smart Material 은 양날의 검과 같이 편의적인 측면은 장점. Maintenance(수정 및 유지 보수) 측면은 단점이 될 수 있다.
  10. 표면 속성의 구분을 페인터 에서 간략히 평가 한 후 Smart Material 개발 구조를 수립. TA 는 아티스트와 협의 하여 표면의 표현에 필요 한 필터 효과를 선별. 단기간에 바로 최종 버전을 제작 할 수 없다. 게임 아트의 방향성을 검토 하고 최소한의 메트리얼 기능을 Massive 하게 선별 하여 Smart Material 을 제작 해야 한다. Smart Material 은 양날의 검과 같이 편의적인 측면은 장점. Maintenance(수정 및 유지 보수) 측면은 단점이 될 수 있다.
  11. 우리는 최근 수 년간 PBR 에 대한 많은 자료를 봤을 것입니다. 보편적으로 게임 업계에서 사용 되어 지는 Roughness and Metallic PBR 을 사용 할 것입니다. Specular Model 은 DISNEY GGX 를 기준으로 합니다. 이번 유저그룹 세미나에서 세부적인 PBR 의 Micro Facet 에 대한 조명모델 설명은 언급 하지 않겠습니다.
  12. 표면 속성의 구분을 페인터 에서 간략히 평가 한 후 Smart Material 개발 구조를 수립. TA 는 아티스트와 협의 하여 표면의 표현에 필요 한 필터 효과를 선별. 단기간에 바로 최종 버전을 제작 할 수 없다. 게임 아트의 방향성을 검토 하고 최소한의 메트리얼 기능을 Massive 하게 선별 하여 Smart Material 을 제작 해야 한다. Smart Material 은 양날의 검과 같이 편의적인 측면은 장점. Maintenance(수정 및 유지 보수) 측면은 단점이 될 수 있다.
  13. 표면 속성의 구분을 페인터 에서 간략히 평가 한 후 Smart Material 개발 구조를 수립. TA 는 아티스트와 협의 하여 표면의 표현에 필요 한 필터 효과를 선별. 단기간에 바로 최종 버전을 제작 할 수 없다. 게임 아트의 방향성을 검토 하고 최소한의 메트리얼 기능을 Massive 하게 선별 하여 Smart Material 을 제작 해야 한다. Smart Material 은 양날의 검과 같이 편의적인 측면은 장점. Maintenance(수정 및 유지 보수) 측면은 단점이 될 수 있다.
  14. 표면 속성의 구분을 페인터 에서 간략히 평가 한 후 Smart Material 개발 구조를 수립. TA 는 아티스트와 협의 하여 표면의 표현에 필요 한 필터 효과를 선별. 단기간에 바로 최종 버전을 제작 할 수 없다. 게임 아트의 방향성을 검토 하고 최소한의 메트리얼 기능을 Massive 하게 선별 하여 Smart Material 을 제작 해야 한다. Smart Material 은 양날의 검과 같이 편의적인 측면은 장점. Maintenance(수정 및 유지 보수) 측면은 단점이 될 수 있다.
  15. 표면 속성의 구분을 페인터 에서 간략히 평가 한 후 Smart Material 개발 구조를 수립. TA 는 아티스트와 협의 하여 표면의 표현에 필요 한 필터 효과를 선별. 단기간에 바로 최종 버전을 제작 할 수 없다. 게임 아트의 방향성을 검토 하고 최소한의 메트리얼 기능을 Massive 하게 선별 하여 Smart Material 을 제작 해야 한다. Smart Material 은 양날의 검과 같이 편의적인 측면은 장점. Maintenance(수정 및 유지 보수) 측면은 단점이 될 수 있다.
  16. 표면 속성의 구분을 페인터 에서 간략히 평가 한 후 Smart Material 개발 구조를 수립. TA 는 아티스트와 협의 하여 표면의 표현에 필요 한 필터 효과를 선별. 단기간에 바로 최종 버전을 제작 할 수 없다. 게임 아트의 방향성을 검토 하고 최소한의 메트리얼 기능을 Massive 하게 선별 하여 Smart Material 을 제작 해야 한다. Smart Material 은 양날의 검과 같이 편의적인 측면은 장점. Maintenance(수정 및 유지 보수) 측면은 단점이 될 수 있다.
  17. 표면 속성의 구분을 페인터 에서 간략히 평가 한 후 Smart Material 개발 구조를 수립. TA 는 아티스트와 협의 하여 표면의 표현에 필요 한 필터 효과를 선별. 단기간에 바로 최종 버전을 제작 할 수 없다. 게임 아트의 방향성을 검토 하고 최소한의 메트리얼 기능을 Massive 하게 선별 하여 Smart Material 을 제작 해야 한다. Smart Material 은 양날의 검과 같이 편의적인 측면은 장점. Maintenance(수정 및 유지 보수) 측면은 단점이 될 수 있다.
  18. 표면 속성의 구분을 페인터 에서 간략히 평가 한 후 Smart Material 개발 구조를 수립. TA 는 아티스트와 협의 하여 표면의 표현에 필요 한 필터 효과를 선별. 단기간에 바로 최종 버전을 제작 할 수 없다. 게임 아트의 방향성을 검토 하고 최소한의 메트리얼 기능을 Massive 하게 선별 하여 Smart Material 을 제작 해야 한다. Smart Material 은 양날의 검과 같이 편의적인 측면은 장점. Maintenance(수정 및 유지 보수) 측면은 단점이 될 수 있다.
  19. 표면 속성의 구분을 페인터 에서 간략히 평가 한 후 Smart Material 개발 구조를 수립. TA 는 아티스트와 협의 하여 표면의 표현에 필요 한 필터 효과를 선별. 단기간에 바로 최종 버전을 제작 할 수 없다. 게임 아트의 방향성을 검토 하고 최소한의 메트리얼 기능을 Massive 하게 선별 하여 Smart Material 을 제작 해야 한다. Smart Material 은 양날의 검과 같이 편의적인 측면은 장점. Maintenance(수정 및 유지 보수) 측면은 단점이 될 수 있다.
  20. 표면 속성의 구분을 페인터 에서 간략히 평가 한 후 Smart Material 개발 구조를 수립. TA 는 아티스트와 협의 하여 표면의 표현에 필요 한 필터 효과를 선별. 단기간에 바로 최종 버전을 제작 할 수 없다. 게임 아트의 방향성을 검토 하고 최소한의 메트리얼 기능을 Massive 하게 선별 하여 Smart Material 을 제작 해야 한다. Smart Material 은 양날의 검과 같이 편의적인 측면은 장점. Maintenance(수정 및 유지 보수) 측면은 단점이 될 수 있다.
  21. 표면 속성의 구분을 페인터 에서 간략히 평가 한 후 Smart Material 개발 구조를 수립. TA 는 아티스트와 협의 하여 표면의 표현에 필요 한 필터 효과를 선별. 단기간에 바로 최종 버전을 제작 할 수 없다. 게임 아트의 방향성을 검토 하고 최소한의 메트리얼 기능을 Massive 하게 선별 하여 Smart Material 을 제작 해야 한다. Smart Material 은 양날의 검과 같이 편의적인 측면은 장점. Maintenance(수정 및 유지 보수) 측면은 단점이 될 수 있다.
  22. 표면 속성의 구분을 페인터 에서 간략히 평가 한 후 Smart Material 개발 구조를 수립. TA 는 아티스트와 협의 하여 표면의 표현에 필요 한 필터 효과를 선별. 단기간에 바로 최종 버전을 제작 할 수 없다. 게임 아트의 방향성을 검토 하고 최소한의 메트리얼 기능을 Massive 하게 선별 하여 Smart Material 을 제작 해야 한다. Smart Material 은 양날의 검과 같이 편의적인 측면은 장점. Maintenance(수정 및 유지 보수) 측면은 단점이 될 수 있다.
  23. 표면 속성의 구분을 페인터 에서 간략히 평가 한 후 Smart Material 개발 구조를 수립. TA 는 아티스트와 협의 하여 표면의 표현에 필요 한 필터 효과를 선별. 단기간에 바로 최종 버전을 제작 할 수 없다. 게임 아트의 방향성을 검토 하고 최소한의 메트리얼 기능을 Massive 하게 선별 하여 Smart Material 을 제작 해야 한다. Smart Material 은 양날의 검과 같이 편의적인 측면은 장점. Maintenance(수정 및 유지 보수) 측면은 단점이 될 수 있다.
  24. 페인터에서 Export texture 하여 저장 한 Source 를 사용 하여 유니티 안에서 PBR 적용 해 본다. 여기서 몇 가지 Export texture 에 대하여 살펴 볼 것이다. 그리고 페인터와 유니티의 PBR Calibration 환경을 살펴 본다.
  25. 페인터에서 Export texture 하여 저장 한 Source 를 사용 하여 유니티 안에서 PBR 적용 해 본다. 여기서 몇 가지 Export texture 에 대하여 살펴 볼 것이다. 그리고 페인터와 유니티의 PBR Calibration 환경을 살펴 본다.
  26. 일반적으로 Baked Lighting 은 실사적인 콘솔 게임 개발 등에서는 사용 되지 않을 수 있습니다. 하지만 작은 화면의 스마트폰 게임에서 여러 조명의 효과를 얻지 못하는 경우 PBR 로 표현 되는 입체감 표현을 보강 하는데 주로 사용 될 수 있습니다. AO 역시 조금 더 강도를 높여서 출력 하는 것도 좋은 방법이 될 수 있습니다. 페인터의 AO 계산식을 보면 스팩큘러 셈플러의 밀도를 사용 하여 밝은 부분에서 AO 가 감소 하도록 Shader 에서 처리 해 주고 있지만 모바일 게임에서는 이 연산을 사용 하지 않을 수도 있습니다. 이런 미세한 부분은 완전히 동기화 할 수 없습니다. 콘솔 게임에서는 충분 합니다.
  27. 일반적으로 Baked Lighting 은 실사적인 콘솔 게임 개발 등에서는 사용 되지 않을 수 있습니다. 하지만 작은 화면의 스마트폰 게임에서 여러 조명의 효과를 얻지 못하는 경우 PBR 로 표현 되는 입체감 표현을 보강 하는데 주로 사용 될 수 있습니다. AO 역시 조금 더 강도를 높여서 출력 하는 것도 좋은 방법이 될 수 있습니다. 페인터의 AO 계산식을 보면 스팩큘러 셈플러의 밀도를 사용 하여 밝은 부분에서 AO 가 감소 하도록 Shader 에서 처리 해 주고 있지만 모바일 게임에서는 이 연산을 사용 하지 않을 수도 있습니다. 이런 미세한 부분은 완전히 동기화 할 수 없습니다. 콘솔 게임에서는 충분 합니다.
  28. 일반적으로 Baked Lighting 은 실사적인 콘솔 게임 개발 등에서는 사용 되지 않을 수 있습니다. 하지만 작은 화면의 스마트폰 게임에서 여러 조명의 효과를 얻지 못하는 경우 PBR 로 표현 되는 입체감 표현을 보강 하는데 주로 사용 될 수 있습니다. AO 역시 조금 더 강도를 높여서 출력 하는 것도 좋은 방법이 될 수 있습니다. 페인터의 AO 계산식을 보면 스팩큘러 셈플러의 밀도를 사용 하여 밝은 부분에서 AO 가 감소 하도록 Shader 에서 처리 해 주고 있지만 모바일 게임에서는 이 연산을 사용 하지 않을 수도 있습니다. 이런 미세한 부분은 완전히 동기화 할 수 없습니다. 콘솔 게임에서는 충분 합니다.
  29. 페인터에서 Export texture 하여 저장 한 Source 를 사용 하여 유니티 안에서 PBR 적용 해 본다. 여기서 몇 가지 Export texture 에 대하여 살펴 볼 것이다. 그리고 페인터와 유니티의 PBR Calibration 환경을 살펴 본다.