PBR Workflows | SIGGRAPH 2019 | Unreal Engine

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Epic Games Trainer Sean Spitzer takes you through workflows for physically based rendering in Unreal Engine. Before joining Epic, Sean worked in the entertainment industry for over 20 years as an Art Lead, Art Director, Creative Director, Outsource Manager, and Technical Director.

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Been using unreal for 5 years, i've no idea why i watched this, lol.

FrancoSciaraffia
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Entertaining demo keeps me focused :) Basics are important!

GambitWolves
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Thanks, that was very informative and helpful. Great trainer/teacher.

pixeldriftcollective
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I think some very basic concepts are missing here. For example, disabling the "sRGB" option in the roughness or other maps so UE4 read it as linear instead. Also multiplying the normal map for a scalar (wtf) when you should be using a lerp node that blends between the normal map and a 3 vector (R0, G0, B1), or using the "flatten normal" material function that comes with UE4. I want to think there was no enough time to explain this, but then I found out people doing these huge mistakes every day.

asr
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It's 100% about things that have nothing to do with PBR (like using the material editor to create and organize any material, creating instances, etc.)
What about the PBR workflow?
It doesn't even mention metallic, doens't explain what specular really is, what is its relation with rougness, etc.
Do I need to use a specular map? A constant? Why does the documentation says that it should be left at default 0.5 but makes any material shiny?

spacepirate
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point for UNITY on this one, way easier to arrange materials.

rendericeib