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About Packt
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Packt.com
Contributors
About the authors
About the reviewer
Packt is searching for authors like you
Preface
Who this book is for
What this book covers
To get the most out of this book
Download the example code files
Download the color images
Conventions used
Getting ready
How to do it…
How it works…
There's more…
See also
Get in touch
Reviews
Physically Based Rendering
Introduction
Setting up a studio scene
Getting ready
How to do it...
How it works...
Working inside the material editor
Getting ready
How to do it...
How it works...
Our first physically based material
Getting ready
How to do it...
How it works...
Creating some simple glass with the translucent blend mode
Getting ready
How to do it...
How it works...
Lighting our scene with image-based lighting
Getting ready
How to do it...
How it works...
Checking the cost of our materials
Getting ready
How to do it...
How it works...
Post-Processing Effects
Introduction
Using a post-process volume
Getting ready
How to do it...
How it works...
See also
Changing the mood of a scene through color grading
Getting ready
How to do it...
How it works...
There's more...
See also
Setting up a cinematic shot using depth of field
Getting ready
How to do it...
How it works...
There's more...
See also
Applying cinematic effects to our games
Getting ready
How to do it...
How it works...
There's more...
See also
Mimicking a real-life camera using Bloom and Lens Flares
Getting ready
How to do it...
How it works...
There's more...
See also
A horror movie pulsating effect with post process materials
Getting ready
How to do it...
How it works...
There's more...
See also
Adjusting anti aliasing and other rendering features
Getting ready
How to do it...
How it works...
There's more...
See also
Opaque Materials and Texture Mapping
Introduction
Using masks within a material
Getting ready
How to do it...
How it works...
There's more...
See also
Instancing a material
Getting ready
How to do it...
How it works...
There's more...
See also
Texturing a small prop
Getting ready
How to do it...
How it works...
There's more...
See also
A plastic cloth using Fresnel and detail texturing
Getting ready
How to do it...
How it works...
There's more...
See also
Creating a semi procedural material
Getting ready
How to do it...
How it works...
There's more...
See also
Baking out a material
Getting ready
How to do it...
How it works...
There's more...
See also
Distance-based texture blending
Getting ready
How to do it...
How it works...
There's more...
See also
Translucent Materials and More
Introduction
Creating a candle material with SSS
Getting ready
How to do it...
How it works...
There's more...
See also
Setting up a truly transparent glass
Getting ready
How to do it...
How it works...
There's more...
See also
A different type of translucency – holograms
Getting ready
How to do it...
How it works...
There's more...
See also
Achieving realistic reflections
Getting ready
How to do it...
How it works...
There's more...
See also
Mastering refraction by creating a pool water material
Getting ready
How to do it...
How it works...
There's more...
See also
Water caustics
Getting ready
How to do it...
How it works...
There's more...
See also
Animating a sea shader
Getting ready
How to do it...
How it works...
There's more...
See also
Beyond Traditional Material Uses
Introduction
Using an emissive material to light the scene
Getting ready
How to do it...
How it works...
There's more...
See also
Playing a video from the internet on a screen
Getting ready
How to do it...
How it works...
There's more...
See also
Creating a CCTV camera feed
Getting ready
How to do it...
How it works...
There's more...
See also
Highlighting interactive elements within our game
Getting ready
How to do it...
How it works...
There's more...
See also
Creating a game compass
Getting ready
How to do it...
How it works...
There's more...
See also
Creating a mini map
Getting ready
How to do it...
How it works...
There's more...
See also
Advanced Material Techniques
Introduction
Painting a mesh with vertex painting
Getting ready
How to do it...
How it works...
There's more...
See also
Using decals to add granularity to our scenes
Getting ready
How to do it...
How it works...
There's more...
See also
Creating a brick wall with Parallax Occlusion Mapping
Getting ready
How to do it...
How it works...
There's more...
See also
A brick wall using displacement
Getting ready
How to do it...
How it works...
There's more...
See also
Proximity-based masking with mesh distance fields
Getting ready
How to do it...
How it works...
There's more...
See also
Using Material Instances
Introduction
Creating snow on top of objects using layered materials
Getting ready...
How to do it...
How it works...
Changing from a sunny scene to a snowy one through parameter collection
Getting ready...
How to do it...
How it works...
Changing between seasons quickly with curve atlases
Getting ready...
How to do it...
How it works...
Blending landscape materials
Getting ready...
How to do it...
How it works...
Customizing UVs
Getting ready...
How to do it...
How it works...
Mobile Shaders and Material Optimization
Introduction
Creating materials for mobile platforms
Getting ready...
How to do it...
How it works...
There's more...
See also...
Using the forward shading renderer for VR
Getting ready...
How to do it...
How it works...
See also...
Optimizing through texture atlases
Getting ready...
How to do it...
How it works...
Baking a 3D model material into a texture
Getting ready...
How to do it...
How it works...
Combining multiple meshes with the HLOD tool
Getting ready...
How to do it...
How it works...
General material-optimization techniques
Getting ready...
How to do it...
How it works...
Some Extra Useful Nodes
Introduction
Adding randomness to identical models
Getting ready
How to do it...
How it works...
There's more...
See also
Adding dirt to occluded areas
Getting ready
How to do it...
How it works...
There's more...
See also
Matching texture coordinates across multiple meshes
Getting ready
How to do it...
How it works...
There's more...
See also
Adjusting material complexity through quality switches
Getting ready
How to do it...
How it works...
There's more...
See also
Using interior cubemaps to texture the interior of a building
Getting ready
How to do it...
How it works...
There's more...
See also
Using fully procedural noise patterns
Getting ready
How to do it...
How it works...
There's more...
See also
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