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UE4位移和视差映射视频教程 - 3DMotive - Displacement vs Parallax Mapping in UE4
To start off this course, we will be looking at the various ways of displacing textures within UE4. We will then discuss in detail the pros and cons of each method and the best ways they can be utilised for a video game environments. Once we understand the various methods used we will begin the creation process starting with the Height maps. I’ll then talk you through the different methods of creating height maps and the different software available for creating them which will include; using a high to low poly workflow for height maps, creating height maps in Photoshop and also generating height maps from images using software like Knald, Crazy Bump and xNormal. After creating our height maps I will then talk you through in detail how to create the individual displacement materials in UE4 which will include; bump offset materials, parallax occlusion materials and tessellation. I will talk you though each node used in detail and ways we can set up an instance material so we can edit our displacement material in real time in engine. By the end of the course you will have a better understanding of the nodes available in the UE4 material editor and be able to utilize them to create much more realistic materials for your video game environments.
开始这个过程,我们将在置换纹理在UE4的各种方法。然后,我们将详细讨论的每一种方法的优点和缺点,他们可以利用的视频游戏环境的最佳方式。一旦我们了解了使用的各种方法,我们将开始创建过程从高度图开始。我会再跟你通过创建高度图和可用于创建它们将包括不同软件的不同方法;使用高为高度图低聚工作流,创建在PS图象处理软件地图的高度和使用软件一样,Knald的形象也生成高度图,疯狂的颠簸和xNormal。在创建我们的高度图,我将和你谈了如何创建个人位移材料UE4将包括;凹凸胶印材料,视差遮挡材料和镶嵌。我会跟你说,虽然每个节点使用的细节和方式,我们可以设置一个实例材料,所以我们可以编辑我们的位移材料在发动机的实时。学完本课程,你将有一个更好的理解在UE4材质编辑器可用的节点,可以利用它们来为你的视频游戏环境创造更真实的材料。
------------------------------------------- 以上翻译来自互联网,仅供参考!
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