~/talk

PBR Workflows

Talkat SIGGRAPH 2019 · 2019-07-28..08-01· [game-development]
links:none on file
slides:none on file

Covers a concrete PBR pipeline in Unreal Engine: use albedo, metallic, roughness, normal and AO textures; set specular default to 0.5 and drive roughness from a texture; convert constants to parameters, multiply normal by a strength parameter, and plug maps into the Material Editor. Emphasizes shader cost savings by make one Master Material and create Instance Materials so instances don’t recompile, plus toggles like two-sided, subsurface/clearcoat and optional displacement for surface height.

AI-written summary · about

  1. 0:00Intro
  2. 3:03Nodes
  3. 3:58Materials
  4. 13:31Parameters
  5. 17:22Instance Material
  6. 20:01Training
~/search
type to search 6,249 conferences, 138,987 speakers and 185,172 talks
~/help
cmdctrl k
search every conference, speaker and series
/
focus the filter search
h
home
c
conferences
s
speakers
e
series
t
light / dark — the status bar button does the same
?
this help
esc
close this, then clear every filter — or just the search, while you are typing in it

Ignored while you are typing. Pages without a filter rail have no search to focus.