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Road to Technical Artist

Solution Description Key Techniques
Fresnel-like Effects
天牛彩壳
Fresnel Effect is the effect of differing reflectance on a surface depending on viewing angle, where as you approach the grazing angle more light is reflected. Hereby I create a waxing and polishing feeling with similar principles. 1. Calculate the angle between the surface normal and the view direction. Use the cosine value(clamped to [0,1]) to sample a gradient ramp.
2. Adopt material captures to enrich view-dependent visual effects.
Flame
小火苗
A most common phenomenon with endless details. 1. Simulate the irregular combustion effects by: Sampling a noise texture with a constant speed and apply a smoothstep function to make the flame gradually disappear during the ascent process.
2. Smoothly increase the G-channel to differentiate inner and outer flames.
3. Always apply noise and gradient to provide more details. 4. Post-processing: Bloom
Sky Mirror
天空之镜
A dreamlike great lake scenario mainly based on planar reflection. 1. Create an extra camera to implement planar reflection(with some blur effects).
2. Sample a bump texture in different directions and speeds, then combine them to imitate the ripples.
3. Again calculate Fresnel item to generate water surface view.(That is when you look nearly vertically downwards you'll see the lakebed, while when you look into the distance you can only see the reflection light.)
4. Supplement specular light where the sun shines based on Blinn-Phong model.
Dragon Splatting
蛟龙化水
The solution name is inspired by the famous 'Gaussian Splatting'. This solution focuses on physics simulation rather than rendering effects. You may refer to my project. 1. MPM algorithm.
2. Model representation conversion between point cloud and mesh.
Fantasy Beach
幻想海滩
A sea view with vivid and rich visual effects. 1. Water body color, surface reflection, caustic effects and underwater color are computed separately and combined to provide realistic rendering results.
2. Sine waves are generated at shoreside to provide sense of white foam.
3. The vertex animation for simulating waves is computed with reference to https://catlikecoding.com/unity/tutorials/flow/waves/.

Demonstration

Fresnel-like effects on a beetle       Return to Contents

Beetle.mp4

Flame effects       Return to Contents

Flame.mp4

Sky Mirror       Return to Contents

Sky.Mirror.mp4

Dragon Splatting       Return to Contents

dragon.mp4

Beach       Return to Contents

Beach.mp4

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Creative Rendering Solution for Characters, Scenes & VFX & Tool Development

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