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
This blog contains my vision of how PBR should impact modern games, from both point of view : as an artist and as an engineer.
Wednesday, September 12, 2018
Monday, February 26, 2018
My GDC 2018 presentation
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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/
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.
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:
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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
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