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How vital is the knowledge of shaders

polycounter lvl 9
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Chase polycounter lvl 9
if you're a prop artist? This is still a very weak point for me that doesn't seem to be getting better. I assume if you're an environment artist you'll need to be well versed with creating shaders. I'm just nervous that this is a criteria that I won't be able to meet. Anyone else have anxieties or knowledge about mine?

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  • glottis8
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    glottis8 polycounter lvl 9
    If you feel this is something you don't know. Make an effort to learn it.

    As far as your concern being an Env Artist. It depends where you want to work. Smaller studios require you to do more things. While some bigger ones have people specialized in specific things. Like just modelling or texturing.

    Knowing how to do all of it makes for better understanding, and better execution of your art.
  • Justin Meisse
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    Justin Meisse polycounter lvl 19
    How many non Unreal engine using studios have their artists building shaders? So far I haven't had to mess with creating shaders on the job and the engines I've worked on did not have any kind of node based shader system.
  • JordanN
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    JordanN interpolator
    If you move to Japan, you wont need shaders! A lot of their games still seem stuck in the PS2 era of just using a Diffuse texture on a mesh.
  • Lord Waffles
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    Lord Waffles polycounter lvl 10
    I can't speak on behalf of the larger industry, but as a two man indie company having the knowledge on at least what shaders can do and how they can affect your models and performance saves a lot of "I'm not sure if this is the best way to do it" questions.

    Some personal recommendations:
    Sjoerd De Jong's tutorial or Tor Fricks Eat 3D tutorial or both.
  • Suba
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    Suba polycounter lvl 5
    JordanN wrote: »
    If you move to Japan, you wont need shaders! A lot of their games still seem stuck in the PS2 era of just using a Diffuse texture on a mesh.
    Wut ?
  • ZacD
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    ZacD ngon master
    JordanN wrote: »
    If you move to Japan, you wont need shaders! A lot of their games still seem stuck in the PS2 era of just using a Diffuse texture on a mesh.

    [ame="http://www.youtube.com/watch?v=FQMbxzTUuSg"]Hideo Kojima GDC 2013 Panel - MGS5 & Fox Engine - YouTube[/ame]

    Yeah because they do not care about PBR...
  • The Flying Monk
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    The Flying Monk polycounter lvl 18
    As an environment artist I think it would be more important to know how materials work. How the diffuse/specular/gloss textures interact to make the final image.

    For me, when I first started to learn shaders I found it helped me make better textures. Knowing how everything worked under the hood helped me understand how to make a material do what I want.
  • d1ver
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    d1ver polycounter lvl 14
    Good knowledge of shaders definitely increases your value. Look at it that way - the rarer the skill the more valued you are.
    Really great shader artists are extremely rare so they are quite valued in the industry.

    If you don't mind another tip, if I were you I would definitely consider a switch from Props to Environment art. In this day and age it's ridiculously hard to build a career doing props. It's way cheaper and prettier to outsource those so you might have a hard time finding a job or advancing professionally.
  • JordanN
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    JordanN interpolator
    ZacD wrote: »
    Hideo Kojima GDC 2013 Panel - MGS5 & Fox Engine - YouTube

    Yeah because they do not care about PBR...
    Obviously not all of them but one problem Japan did have last gen (and maybe still does) was how badly they adapted to shaders. Even now with their handheld games, you rarely see some kind of normal mapping that isn't by Capcom.
  • almighty_gir
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    almighty_gir ngon master
    I don't think knowledge of shaders is vital, but i think even a broad understanding of how they work can make you a better artist. And of course the smaller a studio is, the more valuable you are with multiple disciplines under your belt.
  • Jonas Ronnegard
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    Jonas Ronnegard polycount sponsor
    well many there is quite a few studios here in japan using UE3 and UE4, although there are not that many experts on shaders here yet.

    But yeah, If you don't know it, learn it, It's one part of the artist job
    that is closer to programming thinking, and it's quite hard for some of us artists to get our head around it, including me, but even if it doesn't feel obvious and easy it first you can still learn it.
  • EarthQuake
    Generally:

    Graphics programmer: You should be able to write shaders by hand, with your eyes closed
    Technical or effects artist: You should be able to write shaders by hand, or at the very least have a healthy understanding of node based shader editing
    Lead/Senior artist: Depending on engine, you may end up working with node based shaders a bit, if you can do some more advanced stuff in a node editor so you're not bothering a programmer or TA, that is a valuable skill
    Junior artist: You should know how to plug your maps into a shader, you probably won't be doing much or any shader authoring yourself, be it node based or otherwise, though you may make some basic alterations to pre-created shaders.

    An environment artist may be more likely to whip up a custom shader than a character artist, as environment art often requires special shaders for blending between layers, directional based effects like snow, etc whereas character work tends to use pretty standardized shader setups for a given project.

    All of this will of course vary heavily depending on engine/studio/art style/responsibilities/etc.

    Every artist working on current or previous gen tech should have a solid understanding of basic shader stuff, like what a normal map is, specular, gloss, fresnel, etc.
  • Chase
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    Chase polycounter lvl 9
    Thanks for the advice guys! I know the basics of shaders and what they individually do, well most of them. Its just combining them to make the effects like snow, water, etc that I'm having issues with. Frankly i feel like im throwing jello at the wall to see what sticks. When it really impacts me is when I have a model I cant fully complete becuase the shader might be what's necessary to finish the whole piece. Im nervous about job interviews cause I could still be really green around the edges with this stuff. Probably best to research the job before I apply if thats the case. I feel better with the idea that a junior artist may only need to know some basic stuff and not necessarily needs to be the kind of shaders.
  • almighty_gir
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    almighty_gir ngon master
    Well, there's two routes you could go down really...

    either delve hardcore into UDK's material editor and create specific examples of what you're trying to achieve. it helps to write down what you're doing because you'll remember it for the future, and if possible, write down WHY you're doing it.

    or,

    jump into glsl/hlsl and learn the underlying code behind it all.
  • chrisradsby
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    chrisradsby polycounter lvl 15
    d1ver wrote: »
    Good knowledge of shaders definitely increases your value. Look at it that way - the rarer the skill the more valued you are.
    Really great shader artists are extremely rare so they are quite valued in the industry.

    If you don't mind another tip, if I were you I would definitely consider a switch from Props to Environment art. In this day and age it's ridiculously hard to build a career doing props. It's way cheaper and prettier to outsource those so you might have a hard time finding a job or advancing professionally.

    I agree with Andrew here, the knowledge you gain from making shaders yourself will help you so much in a studio-environment. Coming up with new and clever ways of dealing with things. That understanding is invaluable I'd say.
  • Xoliul
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    Xoliul polycounter lvl 14
    I think with PBR, things get a bit more difficult. Custom shaders should still be possible, but you need to work within restrictions more. For that reason I'd think you'd have less people actually working on shaders. I know that's how I want it to be.

    That said, expanding your skillet in a more technical direction i'm all for. it's what i've been doing steadily over the years. PBR just makes shaders specifically a bit more of a "do it right or don't do it" area.
  • marks
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    marks greentooth
    Generally understanding how shaders work will make you understand WHY you need to do certain things, how to make better art using those shaders. Absolutely everyone should learn how how shaders work imo (to a degree) as it will improve your artwork.

    Authoring shaders is becoming a more specialised job as more time passes from what I've seen.
  • Torch
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    Torch polycounter
    Hope you don't mind me briefly hijacking the thread Chase :D

    With PBR I read in an article about 'Remember me' that large AO shouldn't be used, as when the shaders are applied it just blackens everything... However, micro details like cavity are still usable. Is this the case with next gen characters as well, removing the use of baked lighting or large scale AO and just using stuff like cavity? Had to ask as this work flow is relatively new to me. Cheers
  • Xoliul
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    Xoliul polycounter lvl 14
    Torch wrote: »
    Hope you don't mind me briefly hijacking the thread Chase :D

    With PBR I read in an article about 'Remember me' that large AO shouldn't be used, as when the shaders are applied it just blackens everything... However, micro details like cavity are still usable. Is this the case with next gen characters as well, removing the use of baked lighting or large scale AO and just using stuff like cavity? Had to ask as this work flow is relatively new to me. Cheers

    There's plenty of threads to ask this stuff in, you should use on of those tbh. But in short; yes, for all art.
  • Torch
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    Torch polycounter
  • Farfarer
    I've definitely found having shader knowledge useful over the years.

    It's let me get in on tech/art R&D, got me some bits of freelance money from writing shaders and it means I can throw together a shader that does exactly what I want rather than having to use workarounds.

    Even if you can't write raw cg/hlsl/glsl, I'd recommend spending some time with a node-based editor and seeing what you can get out of it.

    It's not crucial to the job unless you're expected to write them, but knowing what the graphics card is doing with your textures (and knowing about linear/gamma lighting and the differences there) will probably help you when it comes to the big picture.
  • haiddasalami
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    haiddasalami polycounter lvl 14
    For the most part you just need to know how to connect the maps to the material. I definitely enjoy the shader part of things but knowing about shaders helps when you gotta talk to your tech artist or programmer.
  • almighty_gir
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    almighty_gir ngon master
    Xoliul wrote: »
    I think with PBR, things get a bit more difficult. Custom shaders should still be possible, but you need to work within restrictions more. For that reason I'd think you'd have less people actually working on shaders. I know that's how I want it to be.

    That said, expanding your skillet in a more technical direction i'm all for. it's what i've been doing steadily over the years. PBR just makes shaders specifically a bit more of a "do it right or don't do it" area.

    I don't know man, i think people overcomplicate PBR for no reason.

    in the simplest possible terms, making something "physically accurate" just means making the shader energy conserving, right? So really, you could do that by just doing "diffuse * (1 - specular) = finaldiffuse". the bdrf just defines the shape of the specular highlight, there are already plenty of those described and while some can be quite complicated (ggx), you can also just use a modified blinn-phong. imaged based lighting is the most technically difficult part to get right, but you can even hack around that with a simple cubemap.

    unless i've grossly misunderstood something somewhere anyway.

    with that said, would you consider working with me sometime on making an "artist friendly" shader tutorial? just like, lambertian diffuse + blinn-phong specular, but describing what the math actually does in a way that artists will understand?

    i think that could be helpful to a lot of people.
  • JacqueChoi
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    JacqueChoi polycounter
    I would say creating shaders isn't anywhere near important as knowing how to use them.

    If you can prove you can use shaders with proper spec/gloss values, then you're golden.


    BTW, PBR makes it a easier, as most of the shader values are given to you.
  • Richard Kain
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    Richard Kain polycounter lvl 18
    While I wouldn't call it vital (a lot of larger studios hire people to specifically handle shaders) I would say that it is becoming increasingly important. With most of the updates to the real-time rendering pipelines in 3D acceleration, shaders have become the backbone of most real-time rendering. A capable knowledge of shaders can drastically improve your control over the final rendered image of your models. There are a lot of nifty tricks you can use with shaders for stylistic effects.

    While it still isn't a make-or-break skill to possess, I would definitely advise looking into it. Unless the rendering pipeline doglegs hard in the near future, knowledge of, and ability to write shaders is going to be more and more valuable for game artists.
  • Chase
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    Chase polycounter lvl 9
    Im hopefully going to be working with some other people to learn udk some more. Everything from lighting, to level design, to shaders and material definition. Im personally beyond simply plugging in my textures to their slots and understanding basic material definition, which is good seeing as thats the least I should be able to do. Anyone interested in going along with the journey PM me or add me on Skype....chaserm2
  • almighty_gir
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    almighty_gir ngon master
    just be aware with UDK, that anything you plug into their specular, defaults back to blinn-phong, and diffuse defaults to lambert. if you use custom lighting, you can't use their lightmapping tools or anything.
  • Chase
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    Chase polycounter lvl 9
    Im wanting to first learning lightmass before I get into dynamic lighting. I wasnt aware you could create your own custom lighting. I won't get wrapped up in that right now but its good to know. From what I think I know if you're using dynamic lighting you need to set your meshes and light sources to accept dynamic lighting. The mesh and light source you change to accept dynamic lighting is dependent on if its moving. Im sure there's more but hopefully that's the gist, but this is why we learn :)
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