Maya Hair Card Tool
Intro Recently, I encountered a requirement to develop a tool for converting HairStrands to HairCards. Unreal Engine already has a robust built-in feature for this, which works impressively well. H...
Intro Recently, I encountered a requirement to develop a tool for converting HairStrands to HairCards. Unreal Engine already has a robust built-in feature for this, which works impressively well. H...
Intro It’s been a long time since I last worked on materials in Unreal. Honestly, I’m not a big fan of Unreal’s material editor. Back when using Unity, you could define your own lighting model for ...
Intro In the last few posts, I experimented with methods of remote execution between Unreal and DCC tools, which gave me a solid foundation to start developing a tool. This tool will allow users to...
In my post on Unreal validation, I mentioned an unresolved issue where I wanted to see if there was a way to trigger validation directly from Perforce instead of using Unreal’s validation class. Th...
Since my last post, when I encountered an unresolved issue while writing the validator, I’ve started working more frequently with remote connections between Unreal, DCC tools, and even Perforce. Th...
Recently, I’ve been exploring the implementation of validation in Unreal Engine. Validation is a crucial step in production, helping to minimize the time spent fixing assets after submission. By en...
An unreal calibration plugin that can validate PBR values and texture sizes, check illegal materials, vertex color, uv grid in the current scene.
Working on an unreal calibration plugin that can validate PBR values on screen.
Shader Profiling Tool Recently I’ve been in the intense stage of the project, it is a point of time for profiling and optimizing shader (well I personally believe you should do this at the first pl...
Extending From Last Post In my last post, I tried to write a plugin to use ush file as a library file to write shader codes and include it in custom node in material editor: Use HLSL in UE5 by C++...
Why For everyone used to use code based shader like hlsl or glsl or shaderlab, it could be painful to use the node based material editor especially when using complex calculation, nodes are hard t...
This post shows rendered images and GIFs of my personal project Song of the Sea. See the technique breakdown post at Song of the Sea Project Breakdown The scene without shading: Here are t...
The Idea Unreal Engine Layered Material Structure Utilize Flexibility and Consistency Unfortunately, More samplers Texture Share Shader Complexity ...
CT Maya Material Manager Why Need Last year when I worked on two NPR projects, 3D artists there used Maya as the modelling tool. The NPR shading has a strict standard on the mesh, for example th...
The Task This plant grow material was for a video project of PUBG Mobile, it needed flowers to grow from leaves to petals and with a controllable spreading direction. Houdini Pivot Painter Pivot ...
The Need It is important for artists to work in a consistent environment no matter in the engine or DCC. Especially when the outsourced team usually doesn’t have the authority to get the project’s ...
The Need No matter developing shader in NPR or PBR, a well-understanding of the default shading pipeline is important, especially in Unreal Engine where all the shader things are packed in their so...
Ace Force and Hitori no Shita: The Outcast Projects In Ace Force project and Hitori no Shita: The Outcast project, I’ve been mainly in charge of the character shading. The character rendering pipel...
Unity URP Unity URP stands for Unity Universal Render Pipeline, which provided scriptable structures that can be easily customized. Also, it comes with the SRP Batcher draw call optimization that i...
*This Page has a lot of GIF files, it might take time to load them. This Post is a collection of special materials, VFX, scene components, etc. Rain drop material, for the ground Ice cracking...