Unity re-warfare PBR material flow and material production practice

Source: Internet
Author: User
Tags substance painter unity 5

This article on the basis of the previous article added to the understanding of PBR, mainly including the degree of metal and roughness (smoothness) of the test

The PBR process in unity, PBR material Properties specific analysis

Traditional model to PBR process, some PBR making conversion tool Introduction

Before this article http://blog.csdn.net/shenmifangke/article/details/50587290


Get a real-time view of the unity scene scene (textures from the network have been modified)

Both of these materials are based on unity's own material balls, which are standard


Let's talk about this. The default material after building the material ball

UNITY5 focuses on the introduction of a multi-functional Shader based on physical coloring (physically Based SHADING,PBS), called Standard Shader (standards Shader). This set of shader is designed to simplify and simplify. Want to use such a multi-functional shader, to replace the previous variety of shader duties, for different material effects, need a different shader situation.

There are currently two standard shaders in Unity 5, one named Standard, and we call it the standards shader standard, and the other named Standard (specular Setup), which we call a high-gloss version of the normal shader, Together they form a complete PBS light illumination model and are very easy to use. in fact, these two shader basically almost, just have subtle attribute parameter on the difference. The Standard Edition side _metallic (Gold attribute), _metallicglossmap (Metallic gloss map), is replaced by the high-gloss version of the _speccolor (highlight color), _specglossmap (high-gloss color normal map).

Standard shaders are designed primarily for hard surfaces (i.e. architectural materials) and can handle most real-world materials such as stone, ceramics, bronze, silverware or rubber. It also handles a number of non-rigid surfaces, such as skin, hair, or cloth, very well.

The above theory is excerpted from http://blog.csdn.net/poem_qianmo/article/details/49556461


Here are the official metal-level processes I translated (I think the metal process is more generic, but there are some effects that cannot be achieved with this material due to technical limitations)



It can be seen that the smoothness (roughness) is stored in the transparent channel of the metal degree.

This is why there is a smooth slider when there is no mapping, but there is no this when the map is placed, because it needs to be controlled by a picture of the channel

Let's do a test here.


You can make a TIFF or TGA format as shown in PS (guess PSD is OK)

Note You can create a new channel, draw it separately, and do not need to be visible

In addition, the PNG does not, its transparent channel is automatic

In addition, the red channel is not the same as the other is also convenient to test the high-gloss material flow (This can adjust the material test)

And then you get the effect of the figure below.


These two parameters can be found to be very important, seriously affecting the visual effects

General if you need to have a good PBR effect in unity, you need to have three posters (which can be said to be four images because of the combination of metal degree and roughness)

Color map

Degree of metal + roughness

Normal map

If you need a better effect, you can add height map, occlusion map, detail map, etc.

It is important to note that the OCC map is automatically calculated when it encounters lighting in unity, which can significantly increase the space effect.


In addition, the metal and high-gloss process, in fact, two can be converted to a certain extent, substance can be done (can see later)

Two kinds of actually do not want to use which, just the parameters of the metal degree more rational, the other is to see the artistic effect of the project

Of course, although the two materials have a large overlap in the effect of space, there is no place to reach, for example, for the black almost non-reflective objects

Http://blog.csdn.net/shenmifangke

The degree of metal is not so black as the high-light process (unless the environment ball is removed)

Here is the difference between the degree of metal and the process, I added my own ideas (need more content to pay attention to or add my QQ)


PBR Chart Production process

There are a lot of things to use on the process, and I'm talking about substance designer software.

Because unity directly supports its materials, the SBSAR format can be used directly in unity and is said to be supported by other software

Quxel\substance\maya\3dsmax\ue\u3d5\ce has been full of PBR to evolve,Disney principled BRDF is a good example, Hyperion and the newest RenderMan have adopted this technique. The material system in Unreal Engine 4 is also a simplified version based on this model (Real shading in UE4).

SP (Substancepainter), SD (substance designer), Quxel (NDO, DDO, 3DO, and Megascan material library, four together called Quixel Suite Suite) These production tools make fine arts in the work of the increase in efficiency, clear the idea, more and more tend to timely feedback and WYSIWYG, but also with a few large engine interface with a lot of convenience, to a large extent to reduce the burden of pure art.


Here is a simple operation flowchart

Specific will not say that you can search tutorials have a lot of, need to note that the software has two

Substance designer is to modify and create materials, if you need to directly brush the map can be used substance painter can directly see the effect of the brush up

They can guide each other, mainly to see the work flow, the following is a working relationship


Substance designer can export material balls that can be used by unity

substance painter can draw stickers to substance designer to see effects and modify

Link maps and Models


Remember to double-click on the project to associate a model with multiple sets of Uvs (the original model is not good to see and copyright issues, so make a code)


This is the effect after processing, you can see the part of the code is more real

Http://blog.csdn.net/shenmifangke

In general, the roughness map can be incorporated into the alpha channel of the metal degree directly.

To export the material can be the occasion publish as follows

You can also select the result picture and export the image directly in the map window.

Unity re-warfare PBR material flow and material production practice

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