달력

3

« 2017/3 »

  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 16
  • 17
  • 18
  • 19
  • 20
  • 21
  • 22
  • 23
  • 24
  • 25
  • 26
  • 27
  • 28
  • 29
  • 30
  • 31

'2017/03'에 해당되는 글 14

  1. 2017.03.29 Black Body Node
  2. 2017.03.23 A Byte of Python
  3. 2017.03.22 Pyro FX
  4. 2017.03.13 Vertex Animation
  5. 2017.03.10 DML~CG制作 いろはにほへと~ Autodesk Japan
  6. 2017.03.10 3DSMax CPU bench
  7. 2017.03.10 Forums
  8. 2017.03.10 Debris Maker2 (3DSMax)
  9. 2017.03.10 the production and visual fx of killzone shadow fall
  10. 2017.03.10 Star Citizen FX
2017. 3. 29. 23:41

Black Body Node UE4/Tips&Ugh2017. 3. 29. 23:41


물체의 온도 스펙트럼.

어느 물체나 그 표면에 부딪히는 복사열의 일부는 흡수하고 나머지는 반사한다. 특히 표면에 부딪히는 모든 복사를 흡수하는 경우 이런 물체를 black body라고 부른다.


https://docs.unrealengine.com/latest/KOR/Resources/ContentExamples/EffectsGallery/2_C/index.html


https://docs.unrealengine.com/latest/KOR/Engine/Rendering/Materials/ExpressionReference/Utility/index.html#blackbody


https://en.wikipedia.org/wiki/Black-body_radiation

https://ko.wikipedia.org/wiki/%ED%9D%91%EC%B2%B4



'UE4 > Tips&Ugh' 카테고리의 다른 글

Custom Primitive Data (Material)  (0) 2021.05.22
UE4 Shader code : GLSL to HLSL  (0) 2021.05.09
UE4 - Particle emitter sorting problem  (0) 2017.09.20
issue  (0) 2017.03.10
UE4 Tips  (0) 2017.02.16
:
Posted by fx0275
2017. 3. 23. 12:35

A Byte of Python Houdini/Python2017. 3. 23. 12:35

A Byte of Python

https://python.swaroopch.com/



Python2.7 메뉴얼 번역 다운로드


https://sourceforge.net/projects/byteofpython-korean/


http://byteofpython-korean.sourceforge.net/byte_of_python.html



한글 주석 사용

최상단에 입력

# -*- coding: utf-8 -*-



10.자료구조

- 리스트,튜플(tuple),사전,집합

대괄호 [ ] 사용

메소드 - 클래스 내에 정의된 고유의 내장함수 예) list클래스에 append라는 메소드 mylist.append(' an item')

필드 - 클래스 내에 정의된 변수들을 의미



editor util : Pycharm

https://www.jetbrains.com/pycharm-edu/download/#section=windows

:
Posted by fx0275
2017. 3. 22. 23:06

Pyro FX Houdini/H_Practice2017. 3. 22. 23:06

Houdini 16.0.504.20

Node

Channel(CHOP) / Compositing(COP) / Dynamic(DOP) / Object / Render(ROP)

Geometry(SOP) / VEX networks (Vector Expression Language) (containers for VOP) / VOP(Vector OPerators)

http://www.sidefx.com/docs/houdini/nodes/_index


https://www.sidefx.com/forum/topic/43515/?page=1#post-195103

Object = Object type nodes in an Object type folder. These Object nodes allow you build transform constraint hierarchies. Geometry type Object nodes contain SOP nodes that construct and modify geometry that inherit any transforms at the object level.

SOPs = Surface OPerators or geometry nodes that are inside an object folder. These are used to construct and modify geometry. Any kind of geometry from polygons to volumes.

DOPs = Dynamic OPerators or simulation/solver nodes that are used to construct simulations. Simulations read in geometry from SOPs and passes this data in to the DOP solvers.

SHOP = SHading Operators are materials that represent a shader to apply to geometry. Some are hard coded with vex and others are folders that you can dive in to and modify the VOPs inside.

VOPs = Vector OPerators inside VOP network nodes are used for everything from building shaders to modifying geometry, volumes, pixels, and more.

VEX = Vector Expression Language. The code language used to write shaders. VOPs are wrappers around VEX code snippets.

CVEX = Context agnostic Vector Expression Language. This has replaced all the VEX specific contexts throughout Houdini. It is a generalized language that uses the same environment and functions anywhere inside Houdini.

COPs = Composite OPerators in composite type folders. Used in image compositing operations.

ROPs = Render OPerators in side ROP Output directories which are used to create render output dependency graphs for automating output of any type of data and for triggering external processes like rendering. Commonly used to generate sequences of geometry, simulation data and trigger Render tasks that generates sequences of images to disk.

CHOPs = CHannel OPerators used to create and modify any type of raw channel data from motion to audio and everything in between. Most users safely ignore the CHOP context, and so can you, for now. Put it on the “get to it later” list when learning Houdini. But definitely keep it on the list. 



Pyro FX

Flames / Explosion / Fireball / Billow Smoke / Wispy Smoke / Candle /

Smokeless Flame / DeyIce / Volcano / Smoke Trail / Smoke Cluster / Pyro Cluster

 

<Flames>

.

<FireBall>

.



<Explosion>



Dynamics(DOP) nodes

Smoke object

http://www.sidefx.com/docs/houdini/nodes/dop/smokeobject

 

Gas Resize Fluid Dynamic

http://www.sidefx.com/docs/houdini/nodes/dop/gasresizefluiddynamic

 

Source Volume

http://www.sidefx.com/docs/houdini/nodes/dop/sourcevolume

 

Pyro Solver(2.0)

http://www.sidefx.com/docs/houdini/nodes/dop/pyrosolver

Gravity force

http://www.sidefx.com/docs/houdini/nodes/dop/gravity

 

Geometry(SOP) Nodes

Fluid Source

http://www.sidefx.com/docs/houdini/nodes/sop/fluidsource

DOP I/O

http://www.sidefx.com/docs/houdini/nodes/sop/dopio

DOP import

http://www.sidefx.com/docs/houdini/nodes/sop/dopimport


'Houdini > H_Practice' 카테고리의 다른 글

-book : 후디니로 구현하는 알고리즘 디자인  (0) 2021.08.04
TWA study  (0) 2021.04.07
Joy of Vex  (0) 2021.03.09
note  (0) 2017.05.08
:
Posted by fx0275
2017. 3. 13. 17:32

Vertex Animation UE4/Practice2017. 3. 13. 17:32



Vertex Animation Tools

https://docs.unrealengine.com/latest/KOR/Engine/Animation/Tools/VertexAnimationTool/index.html

 -keyframed mesh

https://docs.unrealengine.com/latest/KOR/Engine/Animation/Tools/VertexAnimationTool/VAT_KF_Meshes/index.html

 -timeline mesh

https://docs.unrealengine.com/latest/KOR/Engine/Animation/Tools/VertexAnimationTool/VAT_TL_Meshes/index.html


Pivot Paint Tools

https://docs.unrealengine.com/latest/KOR/Engine/Content/Tools/PivotPainter/index.html


Tutorial

https://www.youtube.com/watch?v=eXWpIveSiIQ&list=PLvK_7V0A67Z7iioEoLRTv7VxM_ILKjFa6&index=10




Texture Object

https://docs.unrealengine.com/latest/KOR/Engine/Rendering/Materials/ExpressionReference/Textures/index.html#textureobject

Customized UV

https://docs.unrealengine.com/latest/KOR/Engine/Rendering/Materials/CustomizedUVs/index.html


Use Full Precision UVs (최대 정밀도 UV 사용) 





Vertex Animation GDC Project Overview(Houdini)

https://vimeo.com/207832662

Vertex Animation GDC Project Overview from Luiz Kruel on Vimeo.


Project and Source files can be downloaded from

https://www.dropbox.com/s/7ihdawwj2a03jr8/GDC2017_VertexAnimationTextures.zip?dl=0




vertex_animation_texture_overview from Luiz Kruel on Vimeo.




Tips and Tricks: Importing RealFlow meshes in Unreal!





Object Animation




SideFX Houdini UE4 Plugin | Developer Interview | Unreal Engine

https://www.youtube.com/watch?v=Jjpeeq7KO2Y

http://norman3d.com/TextureMorphTargets/Vertex-count-agnostic_Morph_Targets.pdf

https://forums.unrealengine.com/showthread.php?133203

http://www.gamasutra.com/blogs/TequilaWorks/20160620/275347/How_to_take_advantage_of_textures_in_the_vertex_shader.php




Vector Displacement Map

https://forums.unrealengine.com/showthread.php?5886-Vector-displacement-map













'UE4 > Practice' 카테고리의 다른 글

Materials  (0) 2017.04.12
[BP] Flow control node  (0) 2017.04.03
Particle  (0) 2017.03.10
Destructible Mesh  (0) 2017.03.06
Unreal Engine practice  (0) 2017.02.13
:
Posted by fx0275
2017. 3. 10. 16:38

DML~CG制作 いろはにほへと~ Autodesk Japan FX.CG2017. 3. 10. 16:38



http://area.autodesk.jp/column/tutorial/dml/

'FX.CG' 카테고리의 다른 글

CEDEC2017  (0) 2017.09.17
Game Art Tricks  (0) 2017.05.22
Forums  (0) 2017.03.10
the production and visual fx of killzone shadow fall  (0) 2017.03.10
Star Citizen FX  (0) 2017.03.10
:
Posted by fx0275
2017. 3. 10. 16:34

3DSMax CPU bench Computer2017. 3. 10. 16:34


3DSMax CPU bench


https://www.pugetsystems.com/labs/articles/AutoDesk-3ds-Max-2017-CPU-Performance-823/


Average % faster than slowest CPUCore i7 6700K
(4 core, 4-4.2GHz)
Core i7 6850K
(6 core, 3.7-4GHz)
Core i7 6900K
(8 core, 3.5-4GHz)
Core i7 6950X
(10 core, 3.4-4GHz)
2x Xeon E5-2690 V4
(28 core, 3.2-3.5GHz)
Animation32.1% (fastest)18.5%18.6%14.7%0% (slowest)
Viewport FPS6.4%6.9%13.4%15.5% (fastest)6.2% (slowest)
Scanline Rendering48.2% (fastest)22.9%23.7%20.8%.2% (slowest)


'Computer' 카테고리의 다른 글

Vray Rendering Benchmark  (0) 2018.05.09
윈도우 창 세로 스냅핑하기.  (0) 2018.03.17
i7-8700K + asus maximus x apex  (0) 2018.03.11
allan mckay's the VFX Hardware Guide  (0) 2018.01.07
xeon E5-2690 v4 ES x2  (0) 2016.12.15
:
Posted by fx0275
2017. 3. 10. 16:31

Forums FX.CG2017. 3. 10. 16:31


RealTime VFX

https://realtimevfx.com/


GFX Domain

http://forum.gfxdomain.net/


ODFORCE

http://forums.odforce.net/


Tech Artist

http://tech-artists.org/



GameDev

https://www.gamedev.net


useful links

http://tfpsly.free.fr/bookmarks.html



internet archive

https://archive.org/

https://archive.org/details/GDC2013Love

'FX.CG' 카테고리의 다른 글

Game Art Tricks  (0) 2017.05.22
DML~CG制作 いろはにほへと~ Autodesk Japan  (0) 2017.03.10
the production and visual fx of killzone shadow fall  (0) 2017.03.10
Star Citizen FX  (0) 2017.03.10
phoenixFD  (0) 2017.03.10
:
Posted by fx0275
2017. 3. 10. 16:27

Debris Maker2 (3DSMax) Tools2017. 3. 10. 16:27



http://www.debrismaker.aarondabelow.com/v1/



'Tools' 카테고리의 다른 글

FaceDown Slate Editor - Generating Flow Vectors  (0) 2017.05.02
GostTown 3dsmax plugin  (0) 2017.04.23
HumanZbuilder v2  (0) 2017.02.19
3D Map Generator - Photoshop Plugin  (0) 2017.02.15
Filter Forge 6.0  (0) 2017.02.13
:
Posted by fx0275
2017. 3. 10. 16:22

the production and visual fx of killzone shadow fall FX.CG2017. 3. 10. 16:22


https://www.slideshare.net/guerrillagames/the-production-and-visual-fx-of-killzone-shadow-fall


http://www.dimension3.sk/



Page 73 ~ . Early particle experiments  (Motion Vector, flowmap)


We then applied flowmaps to our particles which resulted in a

pretty nice looking smoke...

A flowmap is a texture that contains velocity vectors that can be

used to create the illusion of flowing water, blowing sand or in

this case moving smoke....

still we wanted to get more out of it...



We figured out that the best looking results we got,

when we used an image sequence....

We took a bit of video or rendered footage...

bake this footage out to a single texture with a number of

rows and columns... and play the sequence on your particles...

On previous titles we did experiment and use them... but this

would only be in exceptional cases since these textures would

take up a rather large chunk of memory on PS3....

Luckily... we were developing for the PS4 which has a

plenty of memory available!

At that point we still had some doubts that these might look too

repetitive.... but after some more experimenting we felt confident

that this wasn’t going to be an issue.

Now that we knew the solution for creating good looking FX

we needed to dive into the process of generating them....



For generating most of our smoke FX we used Houdini...

Here you can see an example Pyro-sim running in Houdini viewport...

The cool thing of using Houdini is that we’re able to extract all

sorts of data from these sims...

For this smoke we rendered out a top-view of the simulation..



These are the density values that we use to drive our transparency..

This is the smoke color element with baked in lighting direction....

This is the heat or tempature element that we use for adding fire..

We then combine all these elements to an RGB image..

Note that at this point in time we were still using a texture with rows

and columns....

With the addition of texture arrays later on in the project we switched

to those..



This shows how simple the shader is....

Here is the smoke applied to our particles....

As you can see from this early test... it works pretty well...

By using that heat texture we generated we’re able to layer

in a fire element in our shader.... and thanks to the addition of

HDR rendering in our engine we can increase intensity and

add some nice glows...

For lighting the smoke we didn’t want to pre-bake a single

direction as is done in this example...

besides not matching the real lighting conditions.... this

would also not allow us to rotate the particle to create

more variations...

Here is an old trick we used to fix this issue...



We would light our smoke from different directions and

combine the results into 2 RGB textures and do a difference....

so we would light it from :

<CLICK>

- the right

- top

- front

- combine the results into RGB then repeat with opposite lighting

- left

- bottom

- back

- combine results

- do a difference on the 2

- convert to black and white

And this gives us a fairly nice evenly lit ambient occlusion type of look



This is an overview of all the smoke elements from our library

These gave us enough variation to create the FX...

It’s important to have particles that don’t have a too distinct

recognizable shape..



So this gave us a good starting point but one of the

downsides of using image sequences... is that you get

frame-popping whenever you slow down the playback....

<CLICK>

By the introduction of a new mechanic called adrenaline mode,

which you can see here, the player would be able to temporarily

slow down time this frame-popping would become very noticeable...

so we needed to find a way to fix this issue....

Let’s take a look at some footage that shows the issue....



In this video we’ve increased the particle lifetime to 11 seconds...

so the 25 frames of our texture no longer cover every

rendered frame...

you can see the result looks very choppy....



so the first thing we tried was doing a blend between the

frames over time... this works really well for thin smoke

but for the more dense defined smoke like you see here

it still doesn’t look quite right...

If you look at the center of this smoke the blending looks

reasonably ok.... but if you pay attention to the outlines of

the smoke you can clearly notice the frame-blending....

So this made us revisit a technique we’d used on a cutscene

for Killzone 2... lets take a look at a short making-of clip

where this technique gets explained..



Here you can see the result after we applied the motion vectors

to our smoke effect....

and you can clearly see how well this works.....

Now although the blending still isn’t perfect, it is definitely a

significant improvement..



Here we can see all of the different methods next to

each other for comparison....

The technique that we used back in 2008 for generating

that nuke cutscene....

we were now able to use in our game on a lot of our particle FX.....

<CLICK>

To recap... motion vectors are really nice :

- blending of very distinct shapes works well

<CLICK>

- You’ll need less frames and can increase resolution of your texture

<CLICK>

- The motion vectors are added to memory but these can have a

really low resolution texture as long they’re are uncompressed...

<CLICK>

- The shader complexity will increase quite a bit but the result

is well worth it... As mentioned we only used this on a couple

of our FX, most stuff worked pretty good with just cross-blending....

Let’s take a look at how we can tweak the variables of our

final smoke effects...



........................................






'FX.CG' 카테고리의 다른 글

Game Art Tricks  (0) 2017.05.22
DML~CG制作 いろはにほへと~ Autodesk Japan  (0) 2017.03.10
Forums  (0) 2017.03.10
Star Citizen FX  (0) 2017.03.10
phoenixFD  (0) 2017.03.10
:
Posted by fx0275
2017. 3. 10. 16:19

Star Citizen FX FX.CG2017. 3. 10. 16:19

https://realtimevfx.com/t/star-citizen-explosion-vfx-breakdown/632




'FX.CG' 카테고리의 다른 글

Game Art Tricks  (0) 2017.05.22
DML~CG制作 いろはにほへと~ Autodesk Japan  (0) 2017.03.10
Forums  (0) 2017.03.10
the production and visual fx of killzone shadow fall  (0) 2017.03.10
phoenixFD  (0) 2017.03.10
:
Posted by fx0275