Features:
- Realistic subsurface scattering effects
- Light-weight, suitable for mobile devices
- Easy to generate the materials such as jades and skins
Texture Resolutions: NA, just for place holding
Number of Materials: 2 material templates, which can be modified to produce customized materials
Do Materials derive from a Master Material with instances as variation: Yes
- Several example Material Instances (statue, chair, etc.)
- 1 core Material Function of SphereProbeSSS node
- 1 reference Material Function of SphereProbeSSS_C node for the reference of programmer and debugging
- Several helper Material Functions
- 1 Material Parameter Collection
Number of Textures: 1 default normal map as the place holder
Number of Blueprint: 2 Blueprint for capturing the main light information, 1 of which includes global lighting parameter setting
Supported Development Platforms: Windows
Supported Target Build Platforms: iOS, Android, Windows, MacOS, and HTML5
Documentation: None (currently)
Important/Additional Notes: – basic workflow:
- Create the main directional light source in the scene.
- Create the skylight in the scene if needed.
- Drag the Blueprint into the scene, and set the directional light, skylight (if there is), and environment parameters. Generally, the environment color and intensity are set consistent with the ones in world settings, while they can be slightly adjusted anyway for better results.
- Apply the material instances to your meshes.
特征:
- 真实的次表面散射效果
- 重量轻,适用于移动设备
- 易于生成玉器和皮等材料
纹理分辨率:娜,只是为了地方举行
材料数量:2个材料模板,可修改以生产定制材料
材质是否派生自具有实例作为变体的主材质:是的
- 几个示例材质实例(雕像、椅子等))
- 1SphereProbeSSS节点的核心材料功能
- 1SphereProbeSSS_C节点的参考资料函数,供程序员和调试人员参考
- 几个辅助材料函数
- 1材料参数采集
纹理数量:1默认法线贴图作为占位符
蓝图数目:2个捕捉主光线信息的蓝图,其中1个包括全局光照参数设置
支持的开发平台:窗户
支持的目标构建平台:iOS,Android,Windows,MacOS和HTML5
文件:无(目前)
重要/附加注意事项: -基本工作流程:
- 在场景中创建主定向光源。
- 如果需要,在场景中创建天窗。
- 将蓝图拖到场景中,并设置方向光、天窗(如果有)和环境参数。 通常,环境颜色和强度的设置与世界设置中的设置一致,但无论如何都可以稍微调整它们以获得更好的结果。
- 将材质实例应用于网格体。
This material pack contains an implementation of my original subsurface-scattering approximation method for UE4, which is named Sphere-Probe Subsurface Scattering Approximation. Just similar to the idea of light probe, an arbitrary geometry can be firstly mapped to a sphere, and then the subsurface scattering is approximated on the spherical shape based on the volumetric scattering theory. Hence, for a sphere object, the result is almost physically accurate, except for some simplifications to reduce the computational workloads. For other geometries, the effect is approximated. As the computing consumption of this method is not heavy, it is suitable for conveying the visual perceptions of jade and skin materials on mobile devices.
此材质包包含我最初的ue4次表面散射近似方法的实现,该方法名为Sphere-Probe Subsurface Scattering Approximation。 与光探针的思想类似,可以先将任意几何映射到一个球体,然后根据体积散射理论将次表面散射近似于球形。 因此,对于球体对象,结果几乎是物理上准确的,除了一些简化以减少计算工作量。 对于其他几何形状,效果近似。 由于该方法的计算消耗不重,因此适用于在移动设备上传达玉石和皮肤材料的视觉感知。
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