وبلاگ بلیان

Beginning PBR Texturing : Learn Physically Based Rendering with Allegorithmic’s Substance Painter

معرفی کتاب «Beginning PBR Texturing : Learn Physically Based Rendering with Allegorithmic’s Substance Painter» نوشتهٔ Kieran، 1976- author Setiya و Abhishek Kumar، منتشرشده توسط نشر Apress : Imprint: Apress در سال 2020. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.

Delve into the concepts of physically based rendering (PBR) using Allegorithmic’s Substance Painter. This book covers the integration of PBR textures with various 3D modeling and rendering packages as well as with the Unreal Engine 4 game engine. Beginning PBR Texturing covers all aspects of the software and guides you in implementing its incredible possibilities, including using materials, masks, and baking. Integration with both internal and popular external rendering engines is covered. This book teaches you the skills you need to use the texturing tool that is recognized by studios worldwide. You will know tips and tricks to implement the pipeline and speed up your workflow. What You Will Learn Know the fundamentals of PBR-based texturing from the ground up Create production-ready textured models from scratch Integrate PBR textures with standard 3D modeling and rendering applications Create portfolio-ready renders using offline renderers Who This Book Is For Beginners in the fields of 3D animation, computer graphics, and game technology Table of Contents About the Author About the Technical Reviewer Acknowledgments Introduction Chapter 1: What Is Our Goal in This Book? Want a Career as a Game Developer? Game Studios Tools What’s in This Book? Chapter 1: What Is Our Goal in This Book? Chapter 2: Graphics in the Game Industry Chapter 3: Texturing Workflow Chapter 4: Texturing Games vs. Texturing Movies Chapter 5: PBR Texturing vs. Traditional Texturing Chapter 6: Substance Suite and Substance Painter Chapter 7: Hardware Specifications for Your Computer Chapter 8: Painters’ Graphical User Interface Chapter 9: Viewport Navigation in Painter Chapter 10: Setting Up a Project Chapter 11: Baking and the Importance of Mesh Maps Chapter 12: Working with Materials, Layers, and Masks Chapter 13: Working with Procedural Maps Chapter 14: Substance Anchors Chapter 15: Rendering with Iray Chapter 16: Integrating with Blender, Maya and Marmoset Chapter 17: Rendering a Portfolio Chapter 18: Integration with Unreal Engine 4 Chapter 19: Tips and Tricks of Substance Painter How to Best Use This Book Chapter 2: Graphics in the Game Industry Concept of Computer Graphics Uses of Computer Graphics Film Gaming Visualization Technical Animation Forensic and Medical Animation Web and Interactive Graphics Substance Suite in the Industry Visualization Basics What Is PBR? Game Engines Chapter 3: Texturing Workflow Game Texturing Pipeline Useful Tips for Texture Artists What Is UV Mapping? Types of Textures Chapter 4: Texturing Games vs. Texturing Movies Texture Pipeline for Movies Texture Pipeline for Games Common Pipelines and Similarities for Games and Films Chapter 5: PBR Texturing vs. Traditional Texturing Texturing Using 3D Painting Applications Texturing Using 2D Painting Applications PBR Textures in the Gaming Industry Chapter 6: Substance Suite and Substance Painter Why Substance? Uses of Other Substance Suite Applications Substance Source Substance Alchemist Substance Designer Chapter 7: Hardware Specifications for Your Computer GPU vs. CPU Recommended Hardware Chapter 8: Painters’ Graphical User Interface The UI and Tools Guide to the Shelf Chapter 9: Viewport Navigation in Painter Keyboard Shortcuts Guide to Commonly Used Tools Chapter 10: Setting Up a Project Getting Started with Substance Painter Project Configuration in Detail Chapter 11: Baking and the Importance of Mesh Maps Introduction to the Baker Uses of Mesh Maps Chapter 12: Working with Materials, Layers, and Masks Materials and Smart Materials Layers and Masks Layer Operations Masks Smart Masks Mask Operations Chapter 13: Working with Procedural Maps Filters Applying a Filter Manually Applying a Filter Dragging and Dropping a Filter Commonly Used Filters MatFinish Filters Blur Sharpen HSL Perceptive Transform MatFx Rust Weathering MatFx Edge Wear Generators Dirt Generator Metal Edge Wear Generator Dripping Rust Generator Auto Stitcher Mask Builder – Legacy and Mask Editor Uses of Grunges and Other Procedural Maps Using Patterns as Height Patterns as Masks Procedural Images as Maps Chapter 14: Substance Anchors What Is an Anchor? Using Anchor Points in a Practical Way Chapter 15: Rendering with Iray Launching the Renderer Renderer Settings Chapter 16: Integrating with Blender, Maya and Marmoset Low Poly and High Poly Workflow Blender to Substance Workflow Maya to Substance Painter Workflow Importing into Blender, Maya, and Marmoset Exporting from Substance for Use in Blender Exporting from Substance for Use in Maya Exporting from Substance for Use in Marmoset Toolbag Chapter 17: Rendering a Portfolio Integration with Blender Integration with Maya Integration with Marmoset Toolbag Chapter 18: Integration with Unreal Engine 4 Exporting to Unreal Engine 4 Importing into Unreal Engine 4 Chapter 19: Tips and Tricks of Substance Painter Using Brushes and Alphas Creating Stitches Creating Damage Using the Height Channel Index
دانلود کتاب Beginning PBR Texturing : Learn Physically Based Rendering with Allegorithmic’s Substance Painter