![]() All these processes were achievable through experimentation getting a lot of issues in the process but reaching a better result at the end. One way of getting this effect is with the Fresnel effect to reduce the GPU cost. Also, is important the light scattering to make look realistic the hair and skin. I’ve never used these techniques before but I will research them in order to implement them in my own workflow. Yibing Jiang and its team implemented innovative techniques in order to achieve this, like adjusting the cards’ normals in order to get the hair look volumetric, using ID maps with ramps to control the depth of the strands instead Normal maps and use shadow maps to create volumetric shadows. ![]() Uncharted 4 is a very good example of optimization getting an incredible result. ![]() Therefore, it is necessary to optimize the resources. Nevertheless, the quality of the textures will always depend on the GPU capabilities so, even being able to produce a realistic character in videogames, will be always necessary to render it in real time. There is a third option, combining both methods like in the case of Uncharted 4’s character Nadine made by FrankTzeng using Yibing Jiang’s shaders that combines cards with tridimensional curls.
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