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2020-10-26/

Table of Contents Character Clothing Zone Culling Character Clothing – Part 2: Maya Character Clothing – Part 3: UE4 Shaders Character Clothing – Part 4: UE4 Logic Blueprints First, create a new Actor Component Blueprint Call it “BP_MeshZoneCulling” and open it up… Next to it,…

2020-10-22/

Table of Contents Character Clothing Zone Culling Character Clothing – Part 2: Maya Character Clothing – Part 3: UE4 Shaders Character Clothing – Part 4: UE4 Logic Unreal Engine 4 Now we move into the next stage. We now need to do the following: Create…

2020-10-22/

Table of Contents Character Clothing Zone Culling Character Clothing – Part 2: Maya Character Clothing – Part 3: UE4 Shaders Character Clothing – Part 4: UE4 Logic Setting Up We now have an approach we can take. We will now turn this into a practical…

2020-08-27/

Calibrating Skin Textures During the process of making this tutorial, it has become clear that if you plan on using this technique in full production, you may wish to calibrate your skin textures. Having looked at several sets of skin textures, its clear that black…

2020-08-27/

NSFW warning for further down this page Let’s take our shader and add in some new features: melanin and hemoglobin masks. Using these masks will enable us to: Melanin Masks Melanin masks are the most straightforward. We need a greyscale mask that defines area of…

Part 4: Skin Shader

2020-08-27/

Now we need to bring out LUT into a skin shader. For this tutorial, we’ll be using the Bust_Outdoors level from the Digital Human content pack, which you get through the Epic Games Launcher (via Unreal Engine -> Learn). Once you’re there, we’ll move on…

Part 3 (Practical): Spectral Reflection & Color Spaces

2020-08-18/

XYZ Spectral Sensitivity Curves First, let’s get those Gaussian curves for the XYZ spectral sensitivity curves. I’ve pre-generated these into (you guessed it, CSV). Put this into your development directory, with everything else: In our __init__ function, do the following: And declare at the top…

Part 3 (Theory): Spectral Reflection & Color Spaces

2020-08-18/

Having spectral reflectance values is all well-and-good, but this still isn’t a color we can use in a look-up table. Representing Spectral Reflection Values How do we go about converting this data into something usable? Fortunately much of this work has already been done by…

Part 2 (Practical): The Monte Carlo Simulation

2020-08-18/

We’ll take what we learned in the previous part and start fleshing out our Monte Carlo (“MC”) simulation. First, let’s import the random and math classes – we’ll need them. In our Python script, we’ll add a new function to our class. We’ll call this…

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