Worked on improving the eye shader since I am using an old version of UE4. Added iris normal, more pronounced caustics and fake scattering by using wrap diffuse lighting.Vanilla UE4 eye shader on the left hand side.
Worked on a new hair shader for UE4 based on the implementation from pbrt and I also included elements from other places. A comparison between left (UE4) and one rendered from Tungsten. http://www.pbrt.org/hair.pdf https://benedikt-bitterli.me/pchfm/pchfm.pdf The hair model was downloaded from…
@Ged "Charlie" is the name they called this sheen brdf model and the D at the end refers to just the distribution term of it. ________________ This is an anisotropic shading model I worked on for UE4 based on the shader from far cry 4.
I started learning marvelous designer. I focused on understanding sewing and patterns and how they are constructed in real life. These are exported straight from md into ue4. I find that some of the creases that appear in real life around the butt and horizontal creases do not appear in the simulation... does anyone have…
I worked on a cloth shading model for UE4. Its based on the cloth shader from Uncharted 4. The material uses three tiling texture maps, the weave pattern, imperfections, and memory/cloth folds. I am also making use of CharlieD. Linen, Velvet, and Silk. References https://knarkowicz.wordpress.com/2018/01/04/cloth-shading/…
Revisited the hair shader * Added tangent based controls in the material editor (shift, rotation and direction). * Changed the skylight calculations. Added two flavours of shift. One shifts along the tangent direction. The other control is the analogue to normal map I added an option to either use a tangent map for it or…