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Unreal Open Day 2017 Review of Typical issues
1.
开发者遇到的典型美术相 关问题回顾
2.
透明乱序问题
3.
透明缺少深度信息
4.
5.
6.
透明乱序问题
7.
透明乱序问题
8.
透明乱序问题
9.
10.
11.
12.
透明材质渲染开销问题
13.
降低透明区域/减小材质复杂度
14.
降低透明分辨率 r.SeparateTranslucencyScreenPercentage 50r.SeparateTranslucencyScreenPercentage 100
15.
自发光粒子特效与背景的混合问题
16.
Additive混合模式下的问题
17.
Translucent混合模式下的问题
18.
关于AlphaComposite混合模式
19.
关于AlphaComposite混合模式
20.
各种混合模式的比较
21.
漏光问题 现象: • 影子没有贴合投射物 • 远距离无阴影漏光 •
动态角色受光与静态场景不匹配 • 间接光漏光;反射漏光
22.
动态影子没有贴合投射物 原因: 影子本身精度低 影子的投射体面积太大 影子偏移太大
23.
首先确保阴影的品质设置为高品质 Scalebility Cinematic: sg.shadowquality
4 r.LightFunctionQuality=1 r.ShadowQuality=5 r.Shadow.CSM.MaxCascades=10 r.Shadow.MaxResolution=4096 r.Shadow.RadiusThreshold=0.03 r.Shadow.DistanceScale=1.0 r.Shadow.CSM.TransitionScale=1.0 r.DistanceFieldShadow=1 r.DistanceFieldAO=1
24.
提高阴影本身精度:CSM 减小Dynmaic Shadow distance; 增加Num
Dynamic Shadow Cascades; 适当调整Shadow bias
25.
提高阴影本身精度: Per-Object阴影 • 增加Shadow
Resolution Scale/r.shadow.texelperpixel/ • 增加r.shadow.minresolution • 减小Shadow bias
26.
尽量减小影子的投射体面积 • 点光源距离投射物的距离 • 聚光灯的张角 •
投射物的Bounds的大小以及精准度
27.
其他因素 • 点光源距离投射物的距离 • 聚光灯的衰减距离和Shadow
bias • 投射物的Bounds的大小以及精准度 • 阴影的过滤参数 • Contact Shadow
28.
其他因素 • 点光源距离投射物的距离 • 聚光灯的衰减距离和Shadow
bias • 投射物的Bounds的大小以及精准度 • 阴影的过滤参数 • Contact Shadow
29.
其他因素 • 点光源距离投射物的距离 • 聚光灯的衰减距离和Shadow
bias • 投射物的Bounds的大小以及精准度 • 阴影的过滤参数 • Contact Shadow
30.
其他方式 • 阴影的滤镜参数 • Contact
Shadow
31.
远距离无阴影漏光
32.
首先确保阴影的品质设置为高品质 Scalebility Cinematic: sg.shadowquality
4 r.LightFunctionQuality=1 r.ShadowQuality=5 r.Shadow.CSM.MaxCascades=10 r.Shadow.MaxResolution=4096 r.Shadow.RadiusThreshold=0.03 r.Shadow.DistanceScale=1.0 r.Shadow.CSM.TransitionScale=1.0 r.DistanceFieldShadow=1 r.DistanceFieldAO=1
33.
动态阴影显示距离相关变量参数 Scalebility Cinematic: sg.shadowquality
4 r.LightFunctionQuality=1 r.ShadowQuality=5 r.Shadow.CSM.MaxCascades=10 r.Shadow.MaxResolution=4096 r.Shadow.RadiusThreshold=0.03 r.Shadow.DistanceScale=1.0 r.Shadow.CSM.TransitionScale=1.0 r.DistanceFieldShadow=1 r.DistanceFieldAO=1 r.Shadow.FadeResolution
34.
远距离无阴影漏光 CSM • 减小Num Dynamic
shadow cascades越大越近; • 增加Dynamic Shadow Distance; • 增加r.Shadow.DistanceScale; • 减小r.Shadow.RadiusThreshold Per-Object Shadow • 增加Shadow Resolution Scale/r.Shadow.TexelsPerPixel/r.shadow.minresolution>; • 增加r.Shadow.FadeResolution; • 减小r.Shadow.RadiusThreshold
35.
室内动态角色受光与静态场景不匹配
36.
• 减小Static Lighting
Level Scale • 增加Indirect Lighting Quality • 使用高品质build lighting
37.
间接光漏光; 反射漏光
38.
39.
间接光遮蔽
40.
41.
动态物体间接光遮蔽
42.
图像模糊和残影问题
43.
• 法线贴图强度 • Mipmap的算法 •
图像精度 • 其他
44.
动画模型的法线问题
45.
动画模型法线方向的变化
46.
r.SkinCache.CompileShaders=1 r.SkinCache.Mode=1 r.SkinCache.RecomputeTangents=1 Recompute Tangents 使用skin cache
47.
其他方式 • 使用Morph Target; •
使用Alembic点缓存形式; • 尽量使用旋转而非移动的骨骼动画
48.
动画在某些时刻与外部软件中不一样 • 插值信息的失真 • 关键帧信息丢失引起的差别
49.
插值信息的失真 3DS MAX UE4
50.
避免插值取得同步 Animation 设置 系统 设置 渲染输出
设置
51.
关键帧信息丢失引起的差别 3DS MAX UE4
52.
导出 导入 保留关键帧信息取得同步
53.
反射球的消耗问题
54.
反射球非过度区域叠加效率
55.
反射球过度区域叠加效率
56.
反射放置建议
57.
动画序列输出问题
58.
TAA和Gbuffer抖动
59.
应用后期材质处理GBuffer
60.
参考和利用引擎自带Buffer后期材质 /Engine/BufferVisualization/
61.
关于寻求答案 范例场景 搜索 关注官方博客和视频 提问的方式
62.
谢谢大家
Editor's Notes
UI参数的调整 CSM: Dynmaic Shadow distance减小; 主要还是Num Dynamic Shadow Cascades增加; Shadow bias Per-object shadow: <Shadow Resolution Scale/r.shadow.texelperpixel/r.shadow.minresolution>; Shadow bias Point light:Attenuation Radius; 很小不精准 Spot light: Attenuation Radius太大不精准; Shadow bias; shadow Filter Sharpen;
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