Code Modules:

  • PBL_Database (Editor)

  • CopyToClipboard (Runtime)

  • ProjectSettings (Editor)

Number of Blueprints: 14

Number of C++ Classes: 3

Network Replicated: No

Supported Development Platforms:

  • Windows: Yes

  • Mac: No

Supported Target Build Platforms: Win64

Documentation Link: https://docs.google.com/document/d/1REGyoQ5nwy__YqddtXO8F1Ko6XdGOv-FJk8F2vqmR3U/edit?usp=sharing

代码模块:

  • PBL_Database(编辑器)

  • CopyToClipboard(运行时)

  • ProjectSettings(编辑器)

蓝图数量:14

C++ 类数量: 3

网络复制:否

支持的开发平台:

  • Windows:是

  • Mac:否

支持的目标构建平台:Win64

文档链接:https://docs.google.com/document/d/1REGyoQ5nwy__YqddtXO8F1Ko6XdGOv-FJk8F2vqmR3U/edit?usp=sharing

My video about PBL: https://www.youtube.com/watch?v=JoxgvwNFc8g
Documentation: https://docs.google.com/document/d/1REGyoQ5nwy__YqddtXO8F1Ko6XdGOv-FJk8F2vqmR3U/edit?usp=sharing

80lv article: https://80.lv/articles/get-started-with-physically-based-lighting-in-ue5-with-pbl-database/

The PBL Database is a toolbox that helps you understand and use the Physically Based Lighting workflow. By gathering all the resources needed, it’s an all-in-one solution and an opportunity to learn how light behaves in real life. This plugin will not create the lighting for you (like Ultra Dynamic Sky) but rather give you the tools to do it in the most realistic way possible.

Requirements

PBL Database requires two Unreal plugins to be activated: EditorScriptingUtilities and HDRIBackdrop.

Features
  • Access in Engine to a growing database of physically accurate lighting data (lux, cd/m², lm and EV100) with sampling notes and proof (pictures & videos of the sampling environment, light meter and sky).

  • Everything in one place, everything in Engine.

  • Sorting of the data based on multiple modifiers: Unit, Location (Outdoors or Indoors) and Type of Data (Artificial or Natural Light).

  • A lighting scenario selector with two parameters (i.e. cloud coverage and time of day) that provides the exact data you’re looking for.

  • A description panel showing the definition based on your modifiers selection and tutorial feature within the UI to ease the learning process.

  • External resources (useful cheat sheets, relevant links) at the palm of your hand.

  • The Edit mode to apply directly the right values on the right actors in your scene and iterate within the given range.

  • The Sunny 16 rule and its derivatives with a possibility to dynamically change one of the two camera settings to fit your needs.

  • The Camera Settings Convertor: a tool to understand the relationship between Shutter Speed, Aperture and EV100 and find the best camera settings for your scene.

  • A Light Temperature convertor to find the right RGB color for your emissive.

Support

Any feedbacks or suggestions ? Go through the official form: https://forms.gle/RT4YsJ1MZu6pJiu68

For more specific questions or support, contact me at: arthurtasquin@gmail.com

我关于 PBL 的视频: https://www.youtube.com/watch?v=JoxgvwNFc8g
文档: https://docs.google.com/document/d/1REGyoQ5nwy__YqddtXO8F1Ko6XdGOv-FJk8F2vqmR3U/edit?usp=sharing

80lv文章: https://80.lv/articles/get-started-with-physically-based-lighting-in-ue5-with-pbl-database/

PBL 数据库是一个工具箱,可帮助您了解和使用基于物理的照明工作流程。通过收集所需的所有资源,这是一个一体化的解决方案,也是了解光在现实生活中如何表现的机会。该插件不会为您创建光照(如超动态天空),而是为您提供以最真实的方式实现光照的工具。

要求

PBL 数据库需要激活两个 Unreal 插件:EditorScriptingUtilities 和 HDRIBackdrop。

功能
  • 在引擎中访问不断增长的物理精确数据库照明数据(lux、cd/m²、lm 和 EV100)以及采样注释和证明(采样环境、照度计和天空的图片和视频)。

  • 一切都在一个地方,一切都在引擎中。

  • 根据多个修饰符对数据进行排序:单位、位置(室外或室内)和数据类型(人工或自然)光)。

  • 具有两个参数(即云覆盖范围和一天中的时间)的照明场景选择器,可提供您正在寻找的准确数据。

  • 描述面板显示基于您的修饰符选择和用户界面中的教程功能的定义,以简化学习过程。

  • 外部资源(有用的备忘单、相关链接)尽在掌握

  • 编辑模式可直接将正确的值应用到场景中的正确演员上,并在给定范围内进行迭代。

  • Sunny 16 规则及其衍生物,可以动态更改两个相机设置之一以满足您的需求。

  • 相机设置转换器:一种了解快门速度、光圈和 EV100 之间关系并找到最佳设置的工具场景的相机设置。

  • 光温转换器,可为您的发射找到正确的 RGB 颜色。

支持

有任何反馈或建议吗?请填写正式表格:https://forms.gle/RT4YsJ1MZu6pJiu68

有关更具体的问题或支持,请通过以下方式与我联系:arthurtasquin@gmail.com

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