mental ray feat. “Physically Based Shading Models in Film and Game Production: Practical Implementation at tri-Ace"
2011-05-22 21:51
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Refers to "Physically Based Shading Models in Film and Game Production: Practical Implementation at tri-Ace" by Yoshiharu Gotanda tri-Ace, Inc as a SIGGRAPH 2010 Course. My primary propose is to experience the result of energy-conversed reflection. I recommmend this article to game artist and TD. You may check the code from Ortholab.
参见去年西瓜糊的名为“Physically Based Shading Models in Film and Game Production: Practical Implementation at tri-Ace”的教程文章。我主要是为了实验能量守恒的效果。推荐游戏美工和TD读这篇文章。目前的代码可以在Ortholab下载。
Shininess = 64,the other shader parameters are constant.
Shininess = 512
2010/05/23
Tone-mapped by Reinhard 05.
Shininess = 16
Shininess = 512
参见去年西瓜糊的名为“Physically Based Shading Models in Film and Game Production: Practical Implementation at tri-Ace”的教程文章。我主要是为了实验能量守恒的效果。推荐游戏美工和TD读这篇文章。目前的代码可以在Ortholab下载。
Shininess = 64,the other shader parameters are constant.
Shininess = 512
2010/05/23
Tone-mapped by Reinhard 05.
Shininess = 16
Shininess = 512
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