Showing posts with label Research. Show all posts
Showing posts with label Research. Show all posts

Monday, July 18, 2022

RealTime Virtual Textures

 A Runtime Virtual Texture (RVT) creates its texel data on demand using the GPU at runtime, and works similarly to traditional texture mapping. The RVT caches shading data over large areas, making them a good fit for Landscape shading that uses decal-like materials and splines that are well suited to conform to the terrain.


Using RVT will allow asset and landscape texture blend with each other seamlessly without any harsh lines and allows better improved performance when using high resolution textures. Also able to add height information to a landscape material without additional performance hit. 


The first part is to enable virtual textures in the project setting to be able use RVT.


Search for RVTV and drag in two volume in the scene



Create 2 RVT materials



Assign the materials to the RVT volume and then set the bound of the landscape.




Assign the materials to the landscape


Created a function material to handle the virtual textures
 




Monday, June 20, 2022

Portfolio Piece 2 Week 1

 For this portfolio piece I will be recreating a scene in horizon zero dawn. I will be using mega scan and will be using retime virtual textures to blend the mesh together.





Created a material function to allow meshes to use RVT and put it in the megascan master material.


Material Function



Applied Material Function in Megascan Master Material.

Applied Realtime Virtual Texture

Week 1: set up scene with megascans and establish realtime virtual textures 
Week 2: Adjust scene and make high res cauldron.
Week 3:Game res cauldron and texturing
Week 4: Final render and lighting

Tuesday, February 22, 2022

Personal research project

 For this personal project, I wanted do more on environmental development and lighting. So I decided to do a isometric diorama environment with different lighting scenarios; with a hand painted
look. 


Notes
  • Find a direction to go in stylized creation where it is set up for different lighting.
  • gathering purRef board for the direction of sylized scene
  • Using 3D bakes as a basis to start on hand painted look.
  • Will use maya and zbrush to created the assets and using substance painter or 3d coat for the hand painted look.
  • creating a color pallet for hand painted direction.
  • render in marmoset or in Unreal.

Wednesday, January 12, 2022

Goals and Artist inspiration



3D Environment modeling improvements

Lighting scene development

Improve on vegetation modeling and rock sculpting 

Possibly working for a AAA studio or a small indie studio.


Artist

        Dylan Abernethy (Senior environment Artist)

        Anouk Deruyne

        Maria Yue (light artist)

        Boon Cotter(lighting artist)

Artist inspiration PurRef board




 



Portfolio piece 3 week 3 update

 I had rendered out night scene with a moon light.