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在隱龍傳:影蹤中的鉤爪玩法中,繩索是使用UE4中的Cable Component構(gòu)建的。在當(dāng)初還看了一下這方面的源代碼和文檔,可以在Unreal Engine 4的博客專欄搜到對(duì)應(yīng)...
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這篇文章是基于Kajiya-Kay Shading對(duì)這個(gè)材質(zhì)進(jìn)行了迭代,力爭(zhēng)使其更有表現(xiàn)力。...
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Technical Artist的不歸路 —— Kajiya-Kay Shading 中大致過(guò)了一遍Kajiya-Kay Shading的原理,而本篇文章則著重于在虛幻4中進(jìn)行該著色模型的實(shí)現(xiàn)。...
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UE4的材質(zhì)大多數(shù)都是通過(guò)節(jié)點(diǎn)連線的,使用節(jié)點(diǎn)連線效率更高,對(duì)藝術(shù)家也更友好。...
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Physically Based Materials,字面意思就是基于物理的材質(zhì)。...
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Unreal Engine 4 —— Post Process Shader練手(第二彈)...
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Unreal Engine 4 —— 多線程任務(wù)構(gòu)建...
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UnrealEngine4反射機(jī)制的實(shí)現(xiàn)...
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Unreal Engine 4 —— 使用反匯編來(lái)確定該進(jìn)行優(yōu)化的地方...
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Unreal Engine 4 —— Smear Frame效果的實(shí)現(xiàn)與分析...