Stylized Rendering in a Physically Based Context - Lighting for Videogames

Опубликовано: 01 Январь 1970
на канале: Visual Tech Art
2,025
114

This video builds on concepts shown in this video:    • Intro to Physically Based Lighting an...  
Full Playlist:    • Lighting with Eros  

Even though everything is discussed in the Unreal Engine environment, the concepts apply in every engine that gives you the ability to work with a Physically Based pipeline (or to implement it by yourself ;D )

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Remember to join my Discord to have a direct channel of communication with Eros!

Discord:   / discord  
Patreon:   / visualtechart  

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EROS CONTACTS:

LinkedIn:   / eros-dadoli-642777122  
Artstation: https://www.artstation.com/aerys97
Instagram:   / dadoli123  

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TIMESTAMPS AND LINKS TO RESOURCES MENTIONED:

00:00 - Teaser
1:14 - Intro
5:47 - Start editor playthrough

Jakub W's channel (Locomotion System):    / @jakubw6404  

7:18 - Halftone PBL Cel Shader
9:20 - PBL in the Context of these samples

Unity Light Cheatsheet: https://docs.unity3d.com/Packages/com...

11:03 - First Lighting Setup walkthrough
11:45 - Lighting mainly through GI
13:55 - Second Lighting Setup walkthrough
15:03 - Greyscale light balance
15:46 - Third Lighting Setup walkthrough
17:34 - Fourth Lighting Setup walkthrough
18:06 - Increasing visual impact by removing information
20:36 - Breaking boredom through lighting
23:33 - Achieving consistency in the scene
26:13 - Small rant about current AAA production structure
27:20 - Lighting setups breakdown - Noir
28:51 - How PBL makes lighting easier
30:18 - How to approach a monochromatic art style
33:33 - Lighting setups breakdown - Neon
34:37 - Bringing together Emissives and Lights
39:56 - Driving Navigation and Narrative with lights
43:15 - Importance of light position
44:04 - Lighting setups breakdown - No Tonemapper

ACES Color Space: https://acescolorspace.com/

49:09 - Lighting setups breakdown - Daylight
49:42 - Photographic Chromatic Aberration (link a Post Patreon)
56:15 - First part wrap up
59:03 - Second Part Intro - Lighting Design
1:00:15 - Start Scene Walkthrough and Saliency

Environment Design as Spatial Cinematography GDC Talk:    • Environment Design as Spatial Cinemat...  
Paola Caridi LinkedIn:   / paolacaridi92  

1:06:35 - PBL is Life
1:06:50 - Cameras, not human eyes
1:08:45 - Making light part of gameplay
1:13:24 - Subtractive contrast
1:16:48 - How lighting affects player experience
1:23:47 - Amazing sci-fi limbo transition
1:24:11 - Second environment walkthrough
1:28:37 - Changing contrast with Env Structure
1:32:00 - Design spaces with lighting (and function) in mind
1:37:51 - Second part scenes breakdown start
1:37:58 - Optimize natural light for interiors
1:39:40 - EV setup and Light Decay

Victor Perez's Master of Light: https://www.nukemasterclass.com/maste...

1:46:51 - Main room Lighting breakdown
1:50:53 - Linear vs sRGB midgrey
1:54:33 - Why use midgrey and not B&W to debug lighting
1:57:43 - Night time lighting breakdown
2:00:25 - Second scene breakdown
2:03:00 - God of War's fires, but in a PBL context
2:05:14 - Modulating natural light with environment design
2:09:09 - Importance of using reference light values
2:09:42 - PBL reduces complexity
2:15:47 - Outro


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