UNREAL 04 | SETTING UP A MATERIAL PIPELINE TO YOUR ENGINE
In this video, we learn how to setup our digital asset to push material and procedural texture information back to unreal. In addition to this, we will take a high level look on how the GL viewport and stock Physical based principle shader in Houdini work
HDR images used for IBL lighting were aquired from th sIBL archive from HDR Labs, under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 License:
http://www.hdrlabs.com/sibl/archive.html
HDR images used for IBL lighting were aquired from th sIBL archive from HDR Labs, under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 License:
http://www.hdrlabs.com/sibl/archive.html
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