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mental ray feat. “Physically Based Shading Models in Film and Game Production: Practical Implementation at tri-Ace"

2011-05-22 21:51 686 查看
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


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