190515 4 2 유한 unreal summit hanyu (2) · 2020. 9. 23. · 마치면서...
TRANSCRIPT
UNREAL LIGHTING어렵지않아요
han yu | afun
발표자소개
유한 ([email protected])
에이펀인터렉티브 Co-Founder
디즈니/디지털도메인/더밀 LA
CG 아티스트 / UI,UX 아티스트
https://blog.naver.com/berdandyss
https://dribbble.com/desaicx
이강의는 ?
● 리얼타임렌더링을알고싶은오프라인렌더링유저
● 리얼타임렌더링을활용한비게임분야에관심있는유저
● 언리얼엔진라이팅초심자
주의사항
● 개인적인경험을토대로작성된지극히주관적인의견및문제해결에대한이야기입니다.
● 절대적인정답은아님을미리알려드립니다.
목차
● Offline rendering VS Real-time rendering
● Lightmass setting part 01
● Lightmass setting part 02 | Volumetric Lightmap
● Case study
● Raytracing
Offline rendering VS
Real-time rendering
Real-time rendering 의장점
● 빠르다
● 효율적이다
Offline rendering 의장점
● 안정적이다
● 상대적으로예상가능한변수들
● Compositing friendly
Realtime is not a Magic
Real-time is not a Magic
● 최적화가필요해요
● Better Quality needs More support
UE Lighting 마스터가되자
● Lightmap
● Volumetric Lightmap
UE Lighting 마스터가되자
● Lightmap Light on the Surface
● Volumetric Lightmap
UE Lighting 마스터가되자
● Lightmap Light on the Surface
● Volumetric Lightmap Light on the Air
Lightmass setting part 01
Lightmass Setting
Lightmass Setting
● Static lighting level scale
● Volumetric Lightmap
Lightmass Static Lighting Level Scale
Static lighting level scale : 1.0
Static lighting level scale : 0.8
Static lighting level scale : 0.5
Static lighting level scale : 0.3
Static lighting level scale : 0.1
Num indirect Lighting Bounces : 6
Num indirect Lighting Bounces : 20
Num indirect Lighting Bounces : 100
Num Sky Lighting Bounces : 1
Num Sky Lighting Bounces : 10
Indirect Lighting Smoothes : 1
Indirect Lighting Smoothes : 0.5
Indirect Lighting Smoothes : 1.5
Indirect Lighting Smoothes : 0.5 | Static Lighting Level Scale : 0.3
Indirect Lighting Smoothes : 0.5 | Static Lighting Level Scale : 0.1Production Quality
Lightmass setting part 02Volumetric Lightmap
Volumetric Lightmap
Volumetric Lightmap
Volumetric Lightmap
Volumetric Lightmap
Volumetric Lightmap | Volumetric Lightmap Detail Cell Size : 200
Volumetric Lightmap | Volumetric Lightmap Detail Cell Size : 200
Volumetric Lightmap | Volumetric Lightmap Detail Cell Size : 150
Volumetric Lightmap | Volumetric Lightmap Detail Cell Size : 150
Case study
Case study | Sky light
● Scene 을아름답게밝혀주고
Case study | Key light
● Scene 을아름답게밝혀주고
Case study
● Scene 을아름답게밝혀주고
Case study
● Scene 을아름답게밝혀주고
Case study
● Scene 을아름답게밝혀주고
Case study
● Scene 을아름답게밝혀주고
Case study | attenuation control
● Scene 을아름답게밝혀주고
Case study | mid point
● Scene 을아름답게밝혀주고
Case study | mid point bake
● Scene 을아름답게밝혀주고
Case study | more bounce
● Scene 을아름답게밝혀주고
Case study | more bounce
● Scene 을아름답게밝혀주고
Case study | MSG
● Scene 을아름답게밝혀주고
Case study
● Scene 을아름답게밝혀주고
Case study
● Scene 을아름답게밝혀주고
Case study
● Scene 을아름답게밝혀주고
Case study
● Scene 을아름답게밝혀주고
Case study | final bake
● Scene 을아름답게밝혀주고
Raytracing
UE Raytracing 요구사양
● Windows 10 RS5(build 1809) 이상
● NVIDIA RTX 시리즈
● UNREAL ENGINE 4.22 이상
UE Raytracing
● Scene 을아름답게밝혀주고
UE Raytracing
● Soft shadow 지원
● Real-time G.I 지원
● Path tracing 지원
UE Raytracing한계
● Two sided face
● Hidden shadow
● Translucency
● Clearcoat
UE Raytracing예제
마치면서
마치면서
● 현시점의리얼타임렌더링은합성이크게요구되지않는퀄리티의영상작업에썼을때최고의효과를발휘할수있다.
● 시퀀서를최적화와병행하여쓰지않으면피눈물각.
● 헤비하고긴에니메이션을시퀀서에서에니메이션할경우뒤로갈수록타이밍이밀릴수도있으니나눠서렌더하자.
● Lightmass setting과 volumetric density 의절대적인수치는없으니씬에따라유동적으로테스트해가며최적의수치를찾아보자.
● Raytracing 은아직미완의단계이지만앞으로 Real-time rendering의가능성을한층올려줄수있는기술.
끝