Wednesday, September 12, 2018

Substance Painter UE4 shader update

As you all know Allegorithmic has broken all of the custom shaders due to changes in their architecture.
So far I have updated the shader for UE4 and uploaded it to the share, but it takes time for Allegorithmic to review uploaded files.
You can use my shader without Allegorithmic's verifications from here:
UE4.sp2018.2.1.glsl

Monday, February 26, 2018

My GDC 2018 presentation


HDR Image Based Lighting: From Acquisition to Render



Come visit my presentation on GDC 2018. I will talk about HDR image based lighting and how important actual "HDR" is for the final image. What is true HDR radiance and how to get it. Importance of photometric unit system in the lighting pipeline. 
I hope you will enjoy that!

Link: HDR Image Based Lighting: From Acquisition to Render

Monday, November 13, 2017

World of Tanks: Graphical Update Technical Overview

80lvl recently posted an interview about graphical improvements in upcoming World of Tanks update. I am really proud to be a part of this great work. Maybe I will reveal some details on  this tech later.

https://80.lv/articles/world-of-tanks-graphical-update-technical-overview/


Wednesday, January 4, 2017

Unity 5 shader for Substance Painter

Here is SP viewport shader that emulates Unity 5 BRDF:

Download from Google disk

It's not 100% match unfortunately, but close enough.
It is how GGX-based BRDF  should work, not how it works in Unity.
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If you are interested in details, please read below. 




Sunday, December 25, 2016

HDR vs LDR Image Based Lighting



During my work as Technical and lighting artist, I was asked by level art team: “why we can’t use LDR images as skyboxes, they are so fancy and handpainted, why not?”



Friday, August 5, 2016

Update for SP shaders

Re-writing some of the SP shaders to filtered importance sampling, looks promising:
Default PBR-metal-rough:


Iray reference render:

New filtered IS method:


Looks like that rough metals are the most affected.

Monday, May 9, 2016

Substance Painter Shader - Unreal Engine 4(update)

A little update : filtering(de-noise) should properly work with any env texture size now
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Hey folks! I've just found an outstanding solution for a noise problem, the idea is to read mips for low-probability samples, it worked surprisingly well:


this method was used in Frostbyte 3 engine games later SW Battlefront and described in [Lagarde2014] and GPU Gems 3