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7 artists project for an 8 week constraint as part of a production simulation class. I was the Tech Artist on the team.
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7 artists project for an 8 week constraint as part of a production simulation class. I was the Tech Artist on the team.
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My personal goals were:
- Have BRDF Physically based custom super shader only with DirectX 9 graphic features ( Albedo, Metal, Roughness )
- Make the shader instance interface as artist friendly as possible with minimal amount of main parameters
- Use material functions as much as possible to simplify the shader editor tree construction
- Make cloth shader (Minneart, Fuzzy, Plastic)
- Procedural smoke dust in the air / ground and proceduraly generate their normal maps
- Make a volumetric hologram with distortion
- Allow minimal offline-UDK back and forth on texture assets
- Have lens dirt for lens flares
- Do all particle FX and Post process
- Have BRDF Physically based custom super shader only with DirectX 9 graphic features ( Albedo, Metal, Roughness )
- Make the shader instance interface as artist friendly as possible with minimal amount of main parameters
- Use material functions as much as possible to simplify the shader editor tree construction
- Make cloth shader (Minneart, Fuzzy, Plastic)
- Procedural smoke dust in the air / ground and proceduraly generate their normal maps
- Make a volumetric hologram with distortion
- Allow minimal offline-UDK back and forth on texture assets
- Have lens dirt for lens flares
- Do all particle FX and Post process
This project presented an opportunity to push my shading knowledge further. It also required us to document our workflow / tasks so I decided to approach the subject the scientific way:
BRDF - PBS
▪3D game art Tricks: http://forums.tigsource.com/index.php?topic=32227.msg945297#msg945297
▪Readings on Physically Based Rendering http://interplayoflight.wordpress.com/2013/12/30/readings-on-physically-based-rendering/
▪Game Art Tricks http://simonschreibt.de/game-art-tricks/
▪Chapter 24. The Importance of Being Linear http://http.developer.nvidia.com/GPUGems3/gpugems3_ch24.html
▪Iñigo Quílez Articles http://www.iquilezles.org/www/index.htm
▪Physical wetness - Sébastien Lagarde http://seblagarde.wordpress.com/2012/12/10/observe-rainy-world/
▪ UDK Physically Based Lighting! - Polycount http://www.polycount.com/forum/showthread.php?p=1903562#post1903562
▪Physically Based Rendering for Artists http://www.youtube.com/watch?v=LNwMJeWFr0U
▪SIGGRAPH 2013 Course: Physically Based Shading in Theory and Practice http://blog.selfshadow.com/publications/s2013-shading-course/
▪UDK_BRDF Shader[VIMEO] http://vimeo.com/86792547
▪An Overview of BRDF Models - Digibug http://digibug.ugr.es/bitstream/10481/19751/1/rmontes_LSI-2012-001TR.pdf
▪Physically Based Lighting Shader - 3DS Max [WIP] https://www.youtube.com/watch?v=HfveFvdp5jA
▪Autodesk ArchMat Conservation of Energy http://download.autodesk.com/us/maya/2009help/mr/shaders/architectural/arch_mtl.html#Brdf
Vertex Blending
▪3D Motive https://www.3dmotive.com/f100601
Tools
▪WL-Shader http://unreal.rgr.jp/Mydownloads/WL-Shader/index.htm
▪Valias Material Functions http://www.youtube.com/watch?v=mYgh3VKF-7U
▪Tor Frick- SciFi Lab http://www.torfrick.com/info/lab.html
PostProcess
▪Multiresolution Ambient Occlusion http://www.iquilezles.org/www/articles/multiresaocc/multiresaocc.htm
▪Visual FX Masterclass - Eat3D - A Crash Course in Advanced Visual FX http://eat3d.com/advanced_vfx1
Fog/Mood
▪Ground Fog http://www.chrisalbeluhn.com/UDK_Mist_Fog_Tutorial.html
▪Volumetric Light Beam Tutorial http://udn.epicgames.com/Three/VolumetricLightbeamTutorial.html
Workflow Optimisation
▪Texture atlas construction http://mtnphil.wordpress.com/2011/09/26/terrain-texture-atlas-construction/
▪UDK Combining Multiple Materials https://www.youtube.com/watch?v=r-0GnSFO1BU
Parallax Mapping
▪[UDK] Iterative Parallax Mapping http://udn.epicgames.com/Three/VolumetricLightbeamTutorial.html
▪[How-To] create Self-Shadowing Materials (UDK/UE3) http://oliverm-h.blogspot.de/2012/09/how-to-create-self-shadowing-materials.html
CubeMaps (ImageBasedLighting – IBL)
▪Tricking UDK CubeMap MipMaps http://www.polycount.com/forum/showthread.php?p=1700667
▪Real-time Controllable Blurred Cubemaps http://www.polycount.com/forum/showthread.php?t=121938
CubeMaps:
▪Parallax Corrected Cubmaps in UDK/UE3 http://oliverm-h.blogspot.ca/2013/10/wip-parallax-corrected-cubmaps-in-udkue3.html
▪Equirectangular Environment Mapping http://oliverm-h.blogspot.ca/2014/01/ue3udk-equirectangular-environment.html
Challenges:
- Allow reflections to be image based (IBL) and correctly blur them with roughness allowing either reflection types:
▪ Static cubemap without mipmap seams ( ATI Cubemap Generator )
▪ Dynamic scene capture reflections using trilinear blur filter with noise jittering
▪ Equirectangular Environment Map reflections
- Get Occlusion Parallax Mapping to work (Failed to ultimately make it work)
- Get the SSS to be obvious on character skin (Used a progressive normal map blur method)
- Understand the math behind the BRDF shading (used this shader as a ground start)
- Get lightmaps baking to work without tweaking (Found an error in the source shader)
- Blood splatter effect with progressive dripping trails on walls
WOOT!
- Allow reflections to be image based (IBL) and correctly blur them with roughness allowing either reflection types:
▪ Static cubemap without mipmap seams ( ATI Cubemap Generator )
▪ Dynamic scene capture reflections using trilinear blur filter with noise jittering
▪ Equirectangular Environment Map reflections
- Get Occlusion Parallax Mapping to work (Failed to ultimately make it work)
- Get the SSS to be obvious on character skin (Used a progressive normal map blur method)
- Understand the math behind the BRDF shading (used this shader as a ground start)
- Get lightmaps baking to work without tweaking (Found an error in the source shader)
- Blood splatter effect with progressive dripping trails on walls
WOOT!