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材质基础教程
Fundamentals of Materials and Textures - CGCookie
In this course we’ll focus on bringing color into your game. Unity 5 has introduced support for “Physically Based Shading” (PBS) materials which means we can now import textures made within a Physically Based Rendering (PBR) workflow. I’ll show you the basics of common texture maps you’ll use such as Albedo, Normal and Emission maps. I’ll be utilizing some textures from Game Textures which include PBR texture maps. Due to the variety of material types available within Unity I’ll focus on the main “standard shader” which has been condensed to support multiple texture maps with one material.
在这个过程中我们将聚焦在你的游戏带来了色彩。Unity支持安切洛蒂介绍5“物理遮光”(PBS),这意味着我们可以现在进口材料制造,在一个基于物理渲染(PBR)的工作流程。我会告诉你的面,你会使用普通纹理贴图,如反照率,发射和正常的地图。我会利用一些游戏,其中包括纹理和纹理地图的PBR。由于各种类型的材料可在“我的重点是主要的“标准着色器”已被浓缩在一个多重纹理映射的支持材料。
Some of the topics we’ll take a look at include:
一个主题,我们将采取一看包括:
– Differences between metallic and specular workflows
–不同的工作流之间的金属和镜面
– Importing texture maps
–所有的纹理贴图
– Secondary maps
–二次图
– Creating depth with height and normal maps
–创建深度与身高和正常的地图
– Rendering modes for glass and transparent materials
–绘制模式和透明的玻璃材料
– Render textures for cameras
渲染纹理的相机。
By the end of this course you should feel comfortable importing and using textures and materials in a physically based environment. The concepts applied within this course can be easily used with any other materials Unity has available.
在本课程结束,你应该感到舒适,进口和使用的材料A和物理环境。本课程的概念可以应用在任何其他材料容易使用Unity已经可用。 |