- Mar 2017
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www.khanacademy.org www.khanacademy.org
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Great video explaining the motivation behind the Laplace Transform:
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- Dec 2015
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docs.unrealengine.com docs.unrealengine.com
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This makes it sound as though the default value of 1.0 is the most 'correct' one, but currently we seem to get ridiculously high intensity bounced lighting with this, so we're having to set it to some arbitrary low value to reduce the problem. Is there a principled way to set the value?
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- Nov 2015
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docs.unrealengine.com docs.unrealengine.com
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The term 'preintegrated' obviously means that an integral is precalculated. Which one though??
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docs.unrealengine.com docs.unrealengine.com
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Specular
If we reduce Specular to zero, we only get a diffuse response (obviously). My expectation is then that Roughness will no longer have an effect, but this isn't the case. What is Roughness changing, when the diffuse response is supposed to be completely uniform?
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- Nov 2014
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docs.unrealengine.com docs.unrealengine.com
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Imagine we were wanting to create a higher-quality skin shader, but weren't overly concerned about performance (e.g. we were doing prerendered cinematics). Is this best achieved with the current shading model, and working purely within the materials editor, or would it be best to define our own shading model? By 'higher quality', I mean:
- multiple subdermal maps with their own kernels
- backscattering
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