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Published byNilüfer Bozer Modified over 5 years ago
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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
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Unreal Engine Course
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Review Basic material usage Material Instance
Blending color/normal textures Masking technique Concept of linear interpolation
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Bonus: Parallax Mapping
Normal mapping only affect light calculation, can we make it further?
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Idea of Parallax Mapping
Assumption: slope ascend and descend slowly, we can estimate with H
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Goal Black-and-white Pixelize Outline around objects
Monitor(If we have enough time)
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Post Processing We can do post processing with material
Create unique and stylistic effect
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Buffer Visualization
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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
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Black and White
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RGB to Gray scale To convert RGB to gray scale, we have the following formula Y = (R, G, B, A) dot (0.2126, , , 0) Or Y = (R, G, B, A) dot (0.299, 0.587, 0.114, 0)
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Pixelize
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Pixelize – The Idea We need to make continuous texture coordinate discrete, It’s all about math… HINT: scaling and floor/round/ceil
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Outline around Objects
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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!
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Remapping Depth Value Originally, depth and custom depth are actual distance from camera. It’s more useful to remap the value to [0, 1]
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Convolution
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The Many Use of Custom Depth
of-custom-depth-in-unreal-4/
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