Unreal Engine 短期課程 指導老師: 資訊工程系 胡敏君 老師 教育部資通訊軟體創新人才推升推廣計畫 協辦單位:3D多媒體跨校資源中心
Unreal Engine Course
Review Basic material usage Material Instance Blending color/normal textures Masking technique Concept of linear interpolation
Bonus: Parallax Mapping Normal mapping only affect light calculation, can we make it further?
Idea of Parallax Mapping Assumption: slope ascend and descend slowly, we can estimate with H
Goal Black-and-white Pixelize Outline around objects Monitor(If we have enough time)
Post Processing We can do post processing with material Create unique and stylistic effect
Buffer Visualization
NOTE Change Material Domain to Post Processing To Apply, post processing volume->Blendable - >Assets and then find your material PostProcessingInput0 usually equal to scene color
Black and White
RGB to Gray scale To convert RGB to gray scale, we have the following formula Y = (R, G, B, A) dot (0.2126, 0.7152, 0.0722, 0) Or Y = (R, G, B, A) dot (0.299, 0.587, 0.114, 0)
Pixelize
Pixelize – The Idea We need to make continuous texture coordinate discrete, It’s all about math… HINT: scaling and floor/round/ceil
Outline around Objects
Custom Depth and Stencil We can achieve many effects with custom depth and stencil. Mark the objects that you wish to render to custom depth!
Remapping Depth Value Originally, depth and custom depth are actual distance from camera. It’s more useful to remap the value to [0, 1]
Convolution
The Many Use of Custom Depth http://www.tomlooman.com/the-many-uses- of-custom-depth-in-unreal-4/