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开发者遇到的典型美术相
关问题回顾
透明乱序问题
透明缺少深度信息
透明乱序问题
透明乱序问题
透明乱序问题
透明材质渲染开销问题
降低透明区域/减小材质复杂度
降低透明分辨率
r.SeparateTranslucencyScreenPercentage 50r.SeparateTranslucencyScreenPercentage 100
自发光粒子特效与背景的混合问题
Additive混合模式下的问题
Translucent混合模式下的问题
关于AlphaComposite混合模式
关于AlphaComposite混合模式
各种混合模式的比较
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
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
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
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
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
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
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
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
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
其他方式
• 阴影的滤镜参数
• Contact Shadow
远距离无阴影漏光
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
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
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
室内动态角色受光与静态场景不匹配
• 减小Static Lighting Level Scale
• 增加Indirect Lighting Quality
• 使用高品质build lighting
间接光漏光; 反射漏光
间接光遮蔽
动态物体间接光遮蔽
图像模糊和残影问题
• 法线贴图强度
• Mipmap的算法
• 图像精度
• 其他
动画模型的法线问题
动画模型法线方向的变化
r.SkinCache.CompileShaders=1
r.SkinCache.Mode=1
r.SkinCache.RecomputeTangents=1
Recompute Tangents
使用skin cache
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
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
插值信息的失真
3DS MAX UE4
避免插值取得同步
Animation 设置
系统 设置
渲染输出 设置
关键帧信息丢失引起的差别
3DS MAX UE4
导出
导入
保留关键帧信息取得同步
反射球的消耗问题
反射球非过度区域叠加效率
反射球过度区域叠加效率
反射放置建议
动画序列输出问题
TAA和Gbuffer抖动
应用后期材质处理GBuffer
参考和利用引擎自带Buffer后期材质
/Engine/BufferVisualization/
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
谢谢大家


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Unreal Open Day 2017 Review of Typical issues

Editor's Notes

  1. 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;