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    The main IP address: 104.20.135.26,Your server Singapore,Singapore ISP:CloudFlare Inc.  TLD:com CountryCode:SG

    The description :toggle navigation contact us careers team forum account follow us! dev blog #53: material editor posted by on september 1st, 2017 dev blog dev blog hi, everyone. this is john jackson, one of the engin...

    This report updates in 31-Jul-2018

Created Date:2010-04-01
Changed Date:2018-03-17

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toggle navigation contact us careers team forum account follow us! dev blog #53: material editor posted by on september 1st, 2017 dev blog dev blog hi, everyone. this is john jackson, one of the engine devs at who is currently responsible for working on the latest iteration of our material system. for those of you who are new to the concept, materials are a collection of textures, properties, and shaders that when in used in combination describe how a particular object is to be rendered on screen. i’m going to discuss very briefly how our previous material system has worked, what it was lacking, what we ultimately wanted out of our materials, and how that’s being implemented. previous material system as stated before, materials are a collection of various items working in tandem to describe how any given game object should be rendered to the screen. in the simplest terms possible, for each object or collection of objects (in the case of instancing), we grab all of the textures and material specific properties to be used, “bind” the shader to be used with this particular material and submit to the graphics card to render our game object. as our artists follow a pbr workflow ( physically based rendering ), we had a fairly clear understanding early on what our materials would need regarding all of these items. originally, all of our materials consisted of the base following properties: array of textures for each of the given properties corresponding to a typical pbr material albedo – the base color of a given material absent any lighting information normal – the perturbed, per-pixel normal information of the material metallic – the “metalness” of a material at any given pixel (typically either 0.0 or 1.0) roughness – describes the microfacet variations across a surface and is used to calculate the diffusion of light ( the rougher the surface the more diffuse ) ambient occlusion – how much or how little ambient light is to affect the surface emissive – how much self-illumination the surface emits 1:1 corresponding array of colors that can be used to adjust any of the following textures to alter the effect of the final result shared shaders between materials: static deferred geometry instanced deferred geometry skinned geometry transparent geometry (forward rendered) with just these colors, textures, and shared shaders and not much else (a few other properties are not listed here), it was fairly easy to be able to satisfy most of the requirements given by the artists for the game objects they needed to represent – anything from rocks to glowing swords to glass windows. of course, there were still many limitations to this system that eventually started to become more and more apparent as time went on. issues / what was lacking firstly, regardless of the needs of a particular material, every single one was required to have these given properties. you have no need for metallic, roughness, or emissive maps and a constant value defined in a shader will suffice? tough. your material will still have these arrays for textures and colors and we will still have to allocate memory for it. this might not seem like too big a deal at first, but as an example to demonstrate the concern this causes an engine programmer, let’s assume we have a simple material and all it needs are albedo and normal texture maps to achieve the desired effect. using this current material system, we’ve just wasted space due to 4 other pre-allocated texture slots as well as 6 pre-allocated colors. secondly, as versatile as this set-up potentially is for most materials, it’s still limited due to being a basic surface material. what do i mean by that? if you remember, all of these materials are restricted to a few shared shaders that the engine team has written for the artists and these shaders are ultimately responsible for telling your graphics card how to take all of the input textures and properties given to it and ultimately draw the object to the screen. what’s the problem with this? well, what if none of the shaders have instructions for implementing a very custom, specific effect one of the artists requests? for example, what if i want to have a material that emits a blinking light based on a sin wave or animate its verticies using a noise texture or tile a material’s albedo texture depending on how close the camera is from a given pixel or…? okay, hopefully it’s obvious to you that we’re missing out on some cool stuff now. so what do we do about it? well, if this previous material setup is to continue to be used and these desired effects are to be implemented, we have two basic options to choose from: add the desired properties to the materials and shared shaders that have already been written. derive a new material type from our base material that will hold all of these properties and create a completely different shader for this specific effect. both of these, while feasible and will certainly work in the short term, have fairly significant problems in the end. if the first option is chosen, our materials have now become even more wasteful than before. for instance, simply wanting to scroll a texture in a material requires the material holding a variable for panning speed, which is a 2 float vector. even this small variable means that all of our materials are now inflated by another 8 bytes, which obviously doesn’t scale well at all when you consider just how many more variables you’ll start to add on for other effects. the second option is actually what we originally implemented once certain effects were being requested. we have specific implementations written to handle animated materials, flipbook materials, dissolve materials and even added parameters for wind controls. each of these materials derives from our base graphics material class, they each hold specific properties required for the effect, and each corresponds to its own specific, handwritten shader that handles how it is to be rendered. for a small number of materials for specific effects, this is a perfectly acceptable solution and has worked for us for a while. but as the number of requested effects continues to grow and experimentation becomes more and more desirable for different materials, this solution becomes very restrictive and time consuming. again, just as the first option, this simply doesn’t scale to meet the desires of our team. inspiration / design for new system sometimes finding guidance for how to implement a new system can be a challenging task, especially if you’ve never worked on anything similar to it before. luckily, there are plenty of great engines out there that serve as a source of inspiration regarding design and features, so it didn’t take long to do some research regarding how other engines handle their own material implementations and compile a list of features that we wanted ours to have. after discussions amongst the team and a preliminary planning/research stage, we had a fairly decent idea what we wanted our material system to be: artist / designer friendly material creation system that allowed for easy iteration and experimentation, preferably using a node-based editor that they are used to using in other design/creation suites more memory efficient than previous implementation (no unnecessary properties held in materials that didn’t need to use them) clear workflow that is easily scalable and preferably as data-driven as possible new system overview essentially, the new system works like this: a shader graph, which is the backbone of the entire system, is created and edited using a custom shader graph editing tool. this tool is a node-based editor very similar to how unreal engine’s material editor or stingray’s shader graph editor work. upon creation, shader graphs are compiled and are responsible for parsing their node network to generate the required shader code as well as any corresponding properties for the material to be rendered correctly. once successfully compiled, a shader

URL analysis for nerdkingdom.com


http://nerdkingdom.com/author/nerdkingdom/
http://nerdkingdom.com/category/progress-update/
http://nerdkingdom.com/category/discussion-update/
http://nerdkingdom.com/dev-blog-53-material-editor/
http://nerdkingdom.com/dev-blog-52-character-controller/
http://nerdkingdom.com/progress-update-622017/
http://nerdkingdom.com/policies/tug-eula/
http://nerdkingdom.com/category/uncategorized/
http://nerdkingdom.com/index.php
http://nerdkingdom.com/dev-blog-51-development-in-motion/
http://www.nerdkingdom.com/
http://accounts.nerdkingdom.com/account/login
http://nerdkingdom.com/category/news/
http://nerdkingdom.com/progress-update-6302017/
http://nerdkingdom.com/page/2/

Whois Information


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Domain Name: NERDKINGDOM.COM
Registry Domain ID: 1591112841_DOMAIN_COM-VRSN
Registrar WHOIS Server: whois.tucows.com
Registrar URL: http://www.tucowsdomains.com
Updated Date: 2018-03-17T17:44:04Z
Creation Date: 2010-04-01T15:12:07Z
Registry Expiry Date: 2019-04-01T15:12:07Z
Registrar: Tucows Domains Inc.
Registrar IANA ID: 69
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Domain Status: clientUpdateProhibited https://icann.org/epp#clientUpdateProhibited
Name Server: FAY.NS.CLOUDFLARE.COM
Name Server: RAY.NS.CLOUDFLARE.COM
DNSSEC: unsigned
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