Good to see you, I made RYU, he is one of my favorite characters! I like his passion and pureness. I tried to make picturesque, and hope that good impression. have a nice day~!
Lately several presentations, white papers and blog posts have been written about deferred rendering techniques that do not store any texture data to the g-buffer. These techniques reduce the memory bandwidth usage by storing less data to the g-buffer and by only sampling the texture data for visible pixels. Overdraw cost is minimized, resulting in less fluctuating frame rate. All of these techniq
Hello together, this is my approach on NPR shading in Unreal Engine 4. It is based on calculating world normal scene texture into a kind of blur pixel math. Its not finished though and since iam not a professional shader artist, it has its flaws and is unoptimized. I need to work more on the filtering methods so it does not cut so strong, even if that has its own style. To finish this up, i may ha
EDIT: now released and available on github, see page two for details Although UE4 is great in many ways I feel like it is lacking for stylized/non-photo real rendering. To remedy (and to better learn how UE4’s deferred shading system works internally) I have been working on a toon shading model that should allow for a greater range of visual styles while seamlessly integrating with the rest of the
リリース、障害情報などのサービスのお知らせ
最新の人気エントリーの配信
処理を実行中です
j次のブックマーク
k前のブックマーク
lあとで読む
eコメント一覧を開く
oページを開く