Entagma出品的UE与houdini交互系列教程Sloppy Unreal

Entagma出品的UE与houdini交互系列教程Sloppy Unreal

Sloppy Unreal 01 – Setting Up Camera Controls Using Blueprints

00:00 – Intro
00:45 – Downloading Assets
01:25 – Setting Up The Project
05:20 – Setting Up Game Mode & Pawn
07:42 – Setting Camera Controls in Blueprints
11:04 – Tumbling Your Camera
13:16 – Zoom/Dolly Controls
17:33 – Camera Translation
20:29 – Setting Up A Home Button
21:15 – Infamous Last Words

Mo has been silent for a while. That’s due to him spending his days finishing projects and yelling at Unreal Engine. The goal is getting to a point where we’re comfortable bringing together Houdini workflows and UE. That road is long.

To discover Unreal, the first thing we found useful was building a sandbox in which we could import 3d meshes, play with FX and test shading techniques. We set it up sloppily but straightforward. In this first video covering our efforts, we’re gonna build camera controls that behave like our editor camera controls. Using Blueprints 🙂

Lego model from: https://www.mecabricks.com/en/models/1Xjd6VbZa8b
HDRI from: https://aixterior.com/en/

More tutorials, rants and general nerd stuff on: https://entagma.com/
Support us on Patreon: https://www.patreon.com/entagma
谷歌翻译:
00:00-简介
00:45-下载资产
01:25-设置项目
05:20-设置游戏模式和典当
07:42-在蓝图中设置相机控件
11:04-翻滚相机
13:16-缩放/移动控件
17:33-相机翻译
20:29-设置主页按钮
21:15-臭名昭著的遗言

莫沉默了一段时间。这是由于他花了很多时间来完成项目并在虚幻引擎上大喊大叫。我们的目标是让Houdini工作流和UE轻松融合。那条路很长。

为了发现虚幻,我们发现有用的第一件事是构建一个沙箱,可以在其中导入3d网格,玩FX和测试着色技术。我们随意设置它,但是很简单。在介绍我们工作的第一个视频中,我们将构建行为与编辑器摄像机控件类似的摄像机控件。使用蓝图:)

Lego model from: https://www.mecabricks.com/en/models/1Xjd6VbZa8b
HDRI from: https://aixterior.com/en/

More tutorials, rants and general nerd stuff on: https://entagma.com/
Support us on Patreon: https://www.patreon.com/entagma

 
 
 

Sloppy Unreal 02 – Setting Up Raytracing & Generating Normal Maps In Houdini

00:00 – Recap / Adding Focal Length Controls
00:40 – Adding a ground plane
01:22 – Ground plane material
02:11 – Creating normal maps in Houdini
03:25 – Fresnel Exponent vs IOR
06:12 – Setting up Raytracing
07:32 – Tweaking denoising setting in the console
09:29 – Shading the Lego parts
11:53 – Setting up raytracing glass material
14:22 – Tweaking render settings in the console
16:52 – Resolution switching in Blueprints
17:58 – Infamous last words

Support us on Patreon: www.patreon.com/entagma

Part two of working sloppily in Unreal covers setting up raytracing and materials. Also we’ll tackle the generation of normal maps from a grayscale image in Houdini, talk a bit about different approximations for the Fresnel term and finally poke around in Unreal’s console in order to nudge it’s raytracer to where we want it.

Download Assets: http://www.entagma.com/downloads/Sloppy_UE_02.zip

Matthias’ Unreal Engine beginner’s workshop: https://www.youtube.com/playlist?list=PLdFfFRXT0K_hzdLJMZ1G2zIdbvwOHhMFC

Lego model from Mecabricks: https://www.mecabricks.com/en/models/1Xjd6VbZa8b

HDRI from Aixterior: https://aixterior.com/en/
谷歌翻译:
00:00-回顾/添加焦距控件
00:40-添加地面
01:22-地平面材料
02:11-在Houdini中创建法线贴图
03:25-菲涅耳指数vs IOR
06:12-设置光线追踪
07:32-在控制台中调整降噪设置
09:29-遮盖乐高零件
11:53-设置光线追踪玻璃材质
14:22-在控制台中调整渲染设置
16:52-蓝图中的分辨率切换
17:58-臭名昭著的遗言

Support us on Patreon: www.patreon.com/entagma

在虚幻引擎中草率地工作的第二部分介绍了如何设置光线追踪和材质。另外,我们还将处理从Houdini中的灰度图像生成法线贴图的问题,讨论一下菲涅耳术语的不同近似,最后在Unreal的控制台中四处摸索,以便将raytracer推到我们想要的位置。

Download Assets: http://www.entagma.com/downloads/Sloppy_UE_02.zip

Matthias’ Unreal Engine beginner’s workshop: https://www.youtube.com/playlist?list=PLdFfFRXT0K_hzdLJMZ1G2zIdbvwOHhMFC

Lego model from Mecabricks: https://www.mecabricks.com/en/models/1Xjd6VbZa8b

HDRI from Aixterior: https://aixterior.com/en/

 
 
 

Sloppy Unreal 03 – Correcting Mistakes & Bevelling Legos

00:00 – Pointing out mistakes
00:24 – UE’s material model
00:50 – What’s up with F0?
03:10 – Fixing our UE materials
03:43 – Why bevel and not use a shader?
04:30 – Building a beveller in Houdini
08:40 – Exporting an FBX for Unreal
09:05 – Importing the FBX into UE
09:43 – Fixing the cine cam’s focus target
10:00 – Infamous last words

EDIT: Damn it, I think specular in UE and me are cursed. When I was testing this setup I had post processing exposure cranked up, which messed up my results. Turns out that specular expects a value between 0 and 1 which internally is remapped to an F0 ranging between 0 and 0.08 (corresponding to an IOR range of 1.0 to 1.788). So to set up a dielectric material with an IOR of 1.5, just use a spec value of 0.5.

The last part of our sloppy UE series got a bit too sloppy. When setting up materials, Mo made a few assumptions which turned out to be absolutely wrong. Luckily Lucca caught them and pointed out that Mo’s understanding of Unreal’s material specular was totally off.

In this video, Mo goes over what goes on with the specular values in UE’s material node and adds detail to our lego model by building an edge chamfering setup for Lego pieces in Houdini.

Support us on Patreon: www.patreon.com/entagma
For more visit: www.entagma.com

Paper: Physically-Based Shading at Disney
:
https://static1.squarespace.com/static/58586fa5ebbd1a60e7d76d3e/t/593a3afa46c3c4a376d779f6/1496988449807/s2012_pbs_disney_brdf_notes_v2.pdf

Paper: Real Shading in Unreal Engine 4:
https://de45xmedrsdbp.cloudfront.net/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf

F0-Reflectance:
https://handlespixels.wordpress.com/tag/f0-reflectance/
谷歌翻译:
00:00-指出错误
00:24-UE的材料模型
00:50-F0怎么了?
03:10-修复我们的UE材料
03:43-为什么要倾斜而不使用着色器?
04:30-在Houdini建立一个beveller
08:40-为虚幻导出FBX
09:05-将FBX导入UE
09:43-固定电影摄影机的聚焦目标
10:00-臭名昭著的遗言

编辑:该死,我认为UE和我的高光被诅咒了。当我测试此设置时,我增加了后期处理曝光,这弄乱了我的结果。事实证明,镜面反射的期望值为0到1,在内部将其重新映射为0到0.08之间的F0(对应于IOR范围为1.0到1.788)。因此,要设置IOR为1.5的介电材料,只需使用规格值0.5。

我们草率的UE系列的最后一部分太草率了。在设置材料时,Mo做出了一些假设,结果完全是错误的。幸运的是,卢卡抓住了他们,并指出,莫对虚幻的物质镜面反射的理解是完全不对的。

在此视频中,Mo讨论了UE材质节点中的镜面反射值所发生的情况,并通过为Houdini中的Lego块构建边缘倒角设置为我们的lego模型添加了细节。

Support us on Patreon: www.patreon.com/entagma
For more visit: www.entagma.com

论文:迪斯尼的实物底纹

https://static1.squarespace.com/static/58586fa5ebbd1a60e7d76d3e/t/593a3afa46c3c4a376d779f6/1496988449807/s2012_pbs_disney_brdf_notes_v2.pdf

论文:虚幻引擎4中的真实阴影:
https://de45xmedrsdbp.cloudfront.net/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf

F0-反射率:
https://handlespixels.wordpress.com/tag/f0-reflectance/

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