Yasss you guys rule so much LOVE please do the next part!!!
With HDRP now I think Unity has the best redering engine out there
Когда дочитал до фотки интерьера, почувствовал, как будто вернулся на пять лет назад в переполненную электричку до Киева в 6 утра. Это просто потрясающе атмосферно и вызывает все эмоции связанные с теми утренними поездками. Все это грустно-сонное настроение, спасибо за это флэшбек!
Allegorithmic has released Substance Designer 6 with new filters dedicated to scan processing for creating clean, ready-to-use tiling materials adapted to photogrammetry. The newest version also introduces Curve Node, Text Node and 32-bit floating point compositing. The bakers have been upgraded to support up to 8K bakes and non-uniform (non-square) ratios.
With New Scan Processing nodes you can create accurate scanned materials from a set of pre-lit photos. To get the materials you’ll need a camera (or even a phone), a tripod and a flashlight or LED strip. Use 4 or 8 photos with varying lighting, crop and feed them to the Scan Processor.
The filters will cross check the different photos and extract a pure albedo as well as an incredibly detailed normal map or height map, no tweaking required. It works even with shiny materials or metals!
No photogrammetry pipeline would be complete without a proper method for making materials seamless. The new Smart Auto Tile node analyzes the features of each channel of the material and finds the best way to cut and stitch together the maps to eliminate seams in a realistic way without cutting through important elements of the material.
The bakers introduce 4 new features:
- Bake by material/texture set as in Substance Painter, limiting the hassle when your scene contains multiple materials.
- The bake limit has been pushed to 8K (and will be pushed even further in a future update).
- The X/Y ratio can be unlocked for non-uniform (non-square) baking.
- You can (finally) cancel the baking process before it finishes 🙂
You can find more information on Substance Designer 6 here.