Monday, September 27, 2021

Unreal Engine shader for Substance painter. (update)

 Since Substance Share https://share.substance3d.com is no more and what they have now does not allow uploading shaders, I will post it here and on twitter.
I highly recommend using Temporal Anti-Aliasing from Display settings view.


If there will be a demand for 
anisotropy 




and clear coat,





 I will  add that later.

 download UE4shader
changes: 
Allegorithmic are still using aged IS algorithm in their main shader that causes poor looking reflections.
I've updated the importance sampling to the state of the art random sampling and made temporal accumulation useful.


Saturday, December 8, 2018

UE4 shader for Substance Painter 2018.3

The shader has been updated accordingly to the latest SP changes .
- Added Support for VT and mip-mapping

You should also use Temporal AA, it works really nice with my importance sampling algorithm, removing a lot of noise and jittering.

UE4.sp2018.3

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

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.

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)