Abhishek Kumar / Абхишек Кумар - Beginning PBR Texturing - Learn Physically Based Rendering with Allegorithmic’s Substance Painter / Начало PBR текстурирования - Изучите физически корректный рендеринг с помощью Substance Painter [2020, PDF, ENG]

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Beginning PBR Texturing - Learn Physically Based Rendering with Allegorithmic’s Substance Painter / Начало PBR текстурирования - Изучите физически корректный рендеринг с помощью Substance Painter
Год издания: 2020
Автор: Abhishek Kumar / Абхишек Кумар
Жанр или тематика: 3D графика, Текстурирование
Издательство: Apress
ISBN: 978-1-4842-5898-9
Язык: Английский
Формат: PDF
Качество: Издательский макет или текст (eBook)
Интерактивное оглавление: Да
Количество страниц: 270
Описание: Углубитесь в концепции физически корректного рендеринга (PBR), используя Substance Painter от Allegorithmic. Эта книга посвящена интеграции PBR текстур с различными пакетами 3D-моделирования и рендеринга, а также с игровым движком Unreal Engine 4.
Данная книга охватывает все аспекты программного обеспечения и помогает вам реализовать его невероятные возможности, включая использование материалов, масок и запечки. Рассматривается интеграция как с внутренними, так и с популярными внешними движками рендеринга.
Эта книга научит вас навыкам, необходимым для использования инструмента текстурирования, признанного студиями по всему миру. Вы будете знать советы и рекомендации по реализации пайплайна и ускорению рабочего процесса.
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Delve into the concepts of physically based rendering (PBR) using Allegorithmic’s Substance Painter. This book covers the integration of PBR textures with various 3D modeling and rendering packages as well as with the Unreal Engine 4 game engine.
Beginning PBR Texturing covers all aspects of the software and guides you in implementing its incredible possibilities, including using materials, masks, and baking. Integration with both internal and popular external rendering engines is covered.
This book teaches you the skills you need to use the texturing tool that is recognized by studios worldwide. You will know tips and tricks to implement the pipeline and speed up your workflow.

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Оглавление

Chapter 1: What Is Our Goal in This Book? ...........................................1
Chapter 2: Graphics in the Game Industry ..........................................13
Chapter 3: Texturing Workflow ...........................................................31
Chapter 4: Texturing Games vs. Texturing Movies ..............................39
Chapter 5: PBR Texturing vs. Traditional Texturing ............................43
Chapter 6: Substance Suite and Substance Painter ...........................47
Chapter 7: Hardware Specifications for Your Computer .....................55
Chapter 8: Painters’ Graphical User Interface ....................................59
Chapter 9: Viewport Navigation in Painter .........................................71
Chapter 10: Setting Up a Project ........................................................77
Chapter 11: Baking and the Importance of Mesh Maps .....................81
Chapter 12: Working with Materials, Layers, and Masks ...................89
Chapter 13: Working with Procedural Maps .....................................105
Chapter 14: Substance Anchors .......................................................143
Chapter 15: Rendering with Iray .......................................................157
Chapter 16: Integrating with Blender, Maya and Marmoset .............165
Chapter 17: Rendering a Portfolio ....................................................187
Chapter 18: Integration with Unreal Engine 4 .................................. 221
Chapter 19: Tips and Tricks of Substance Painter ............................243
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