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?”
This blog contains my vision of how PBR should impact modern games, from both point of view : as an artist and as an engineer.
Sunday, December 25, 2016
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:
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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
Saturday, April 30, 2016
Writing Shaders for Substance Painter part 1
Introduction
Hi, in this
article I’ll try to explain to you how Substance Painter surface-lighting
interaction works, what modifications I added to it and why I made them..
Friday, April 29, 2016
Substance Painter Shader - Unreal Engine 4
So back in a day I needed a shader for UE4, I gooled it and found nothing. So I wrote it by myself :)
I came up to some nasty surprises left for me by both Epic and Allegorithmic, but I'll write about that another time.
Here is some comparison pictures:
I came up to some nasty surprises left for me by both Epic and Allegorithmic, but I'll write about that another time.
Download Shader
Link to Substance Share
Here is some comparison pictures:
Substance Painter
Saturday, March 26, 2016
Hemisphere based ray matched SSAO
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Article is a bit outdated, with all that fancy compute shader-based aglorithms, but maybe
someone will find it usefull
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Hemisphere
based ray matched SSAO
1.Introduction
SSAO
is not a new method for solving the Global Illumination.
The very
first implementation
of it was
performed by
Crytek in 2007. Still, SSAO has a lot of problems.
In
this work I have made an attempt to solve them.
Figure
1. Typical game
environment (16x6 IRAO)
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