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"videoThumbnail 언리얼 엔진에서 퀵셀 메가스캔과 믹서 활용하기 | 언리얼 서밋 2021
Table of contents
|

Table of contents

0:00
Introduction
0:22
Qwixel Website
3:23
Metadata
5:35
Additional Data
9:49
Unreal Engine Bridge
12:11
Downloading Assets
18:40
Mixer Demo
22:36
Mixer
27:20
Adding 3D Scans
29:41
Adding the Surface
31:15
Scanning the rock
32:37
Masking
35:46
Adding Snow
38:16
Adding a curvature component
42:26
Making the scene colder
Video tags
|

Video tags

언리얼
엔진에서
퀵셀
메가스캔과
믹서
활용하기
서밋
2021
Subtitles
|

Subtitles

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  • ruRussian
Download
00:00:04
hello my name is louis catalin i'm the
00:00:06
lead evangelist for the qixel team and
00:00:08
epic games company today my colleague
00:00:10
and i galen davies will be presenting
00:00:12
using mega scans in quixo mixer in
00:00:14
unreal engine thank you again for
00:00:16
inviting us to unreal summit 2021 we
00:00:19
hope you enjoyed today's presentation
00:00:23
now let's go to quixote.com and on
00:00:25
qwixel.com you can see that we have a
00:00:27
product drop down section here where you
00:00:29
can access the mega scans library but we
00:00:33
also have qixel bridge as a product and
00:00:35
quicksilver mixer now in a few minutes
00:00:38
my colleague galen davis will show you
00:00:40
quixote mixer and show you how you can
00:00:41
take the
00:00:42
thousand seven hundred plus assets in
00:00:44
the mega scans library and turn them
00:00:46
into an infinite variety using qixel
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mixer and modify the entire look and
00:00:51
feel of a scene but what i wanna talk
00:00:53
about now is actually qixel bridge and
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you can download quicksilbridge directly
00:00:58
from the website and you can download on
00:00:59
the pc the macintosh and on linux and
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then one of the other things that i
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think is really important to note is
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that quixo bridge is actually now fully
00:01:08
integrated into unreal engine 5 early
00:01:10
access which means that you can now
00:01:12
fully access the entire mega scans
00:01:14
library from directly inside of unreal
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engine 5
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and that's a really powerful feature and
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i'll demonstrate that in a few minutes
00:01:22
but quicksole bridge standalone is
00:01:24
actually a very powerful tool for those
00:01:25
of you still working in unreal engine 4
00:01:28
it gives you all the access to the
00:01:30
plug-ins that are still
00:01:32
helpful to use if you're using unreal
00:01:34
engine 4.25 26 and 27
00:01:37
and it gives you the ability to push
00:01:39
content directly into unreal engine 4 to
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access the master materials to create
00:01:45
blended materials and a variety of other
00:01:48
things as you work with mixers
00:01:50
and push content back and forth between
00:01:52
bridge mixer
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and unreal engine so that can be really
00:01:56
helpful so let's take a moment to jump
00:01:58
into bridge standalone and take a look
00:02:00
at some of the features that i think are
00:02:02
really important to be aware of and in a
00:02:04
few minutes we'll jump into bridge
00:02:06
inside of unreal engine 5 early access
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and take a look at how the functionality
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has evolved a little bit
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so one of the very first things that i
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want you to be aware of is that when you
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jump into the mega scans library as you
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look at it through bridge you'll see
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that you land into a
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home page in essence
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and here you can see of the 15
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800 or so assets that are available
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these are the newest surfaces that are
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available these are the newest 3d assets
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that are available the newest plants in
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the library of course these are also the
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newest collections we have graffiti wood
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planks weeds and so on as well as the
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latest trending assets so these are the
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the most used assets at the mo at the
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moment from gaming industry from film
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and television industry and so on
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you will also notice that we have our
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categories here in the top left 3d
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assets
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3d plants surfaces
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decals atlases imperfections and each
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one of them have their own types of
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assets that are available whether it's
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the texture sets that you can pull down
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from the library based on what you're
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choosing
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the assets the lods that you can get
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from the 3d meshes
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plants and so forth and we'll take a
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look at those a little bit in detail
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now if you're in standalone bridge
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there are some specific features that
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you need to be aware of if we're looking
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for instance at some of these 3d plants
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when you click on a particular asset
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you'll see that there's a pop-out panel
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that gives you some important metadata
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for each particular asset some of the
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things that i think are really helpful
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to be aware of is that when you click on
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it you get a little viewport that is a
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little different than the
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viewport that you'll see in the early
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access version of unreal engine 5.
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it's mostly the same but a little bit
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different as well as the panel here at
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the bottom
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when you're in the stand alone
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you get to see that you see that you can
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pull down the textures at 2k and 4k
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resolution and i'll show you where this
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is slightly different
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inside of unreal engine
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early access
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we also can maximize this viewport and
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you get a render of
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the asset and you also get to look
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through the texture sets here so we can
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take a look at the albedo the ao the
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displacement and we also can take a look
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at a 3d version of this asset depending
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on whether it's a 3d
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model or whether it's a a surface we can
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take a look at
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whether it's a you know 1k 2k or 4k
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texture and we can actually take a look
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at the lods of the mesh so if i zoom
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into the asset we can take a look at the
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zero with lod the third lod and we can
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look at pbr and actually the wireframe
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so if i'm taking a look at a piece of
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vegetation i can take a look at the zero
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with lod and the details that are
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associated with it as well as the
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billboards and any related
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type of assets so that if i want to
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examine it before actually downloading
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it into unreal engine or any other
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render
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we can see how it's actually going to
00:05:14
look so this can be really handy
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particularly in a piece of vegetation
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when i want to examine the different
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types of meshes that are available to me
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for it so make sure that you're aware
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that this is type of the functionality
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and this is fairly different than the
00:05:30
viewport inside of the unreal engine 5
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early access so be aware that
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you can get this kind of detailed
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information from this viewport
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if we're looking for instance at a 3d
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asset and maybe something that i've
00:05:43
already downloaded
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you also get additional data here
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i can look at it in pbr mode i can look
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at it in albedo i can actually look at
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it in normal mode
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so that i can really examine
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the asset in much more detail
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you also get really important data about
00:06:01
the size of the asset and whether it's
00:06:03
an open or closed surface so you can see
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in this particular case this asset is
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open which means the back is not filled
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in it's not a watertight asset
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and you can also see that all the
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related assets particularly this one
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which is one of our newest collections
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this comes from the nordic coast cliffs
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which is part of the asset set that
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galen will be using later to build the
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environment that he's going to be
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modifying
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now another really important thing that
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i want to point out about bridge
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standalone is this little gear icon at
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the bottom
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now why this is important why this is
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really helpful is because if you're not
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working particularly in unreal engine
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you have different download settings
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here so if you're downloading things
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into your
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local repository
00:06:50
you can modify the different types of
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textures that you can bring in here
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jpeg exr or both of them
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you can also change how you're
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downloading your models whether it's an
00:07:00
fbx model obj or alembic number of lods
00:07:04
that you may want to pull down whether
00:07:06
you want to pull down the high poly
00:07:07
source the zbrush tool and any
00:07:10
associated brushes with something if you
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want to use those for painting on a
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surface after the fact but also
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something that's really relevant is not
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only the downloads
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download settings but also the export
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settings so of course you know that
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you can work in unreal engine and inside
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of bridge in unreal engine 5 of course
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that's preferred but you can also work
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inside of
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many digital content creation tools like
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my mx of course other engines like unity
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blender houdini
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cinema 4d clarisse
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and then also you can export through
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custom sockets to other bestoke engines
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so make sure that you're aware that this
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is where you make those changes
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of course in the standalone we can now
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export to unreal engine 4.2726
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all the way down to 2 2. and this is
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important to note that if you want to
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install the plug-in
00:08:04
for
00:08:06
4.252627 you can install it to the
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engine from qxel standalone bridge
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another really valuable thing to be
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aware of is that when you're working
00:08:16
inside of unreal engine 4.25262427
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and this is also where you can
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export from surfaces and channel pack
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things so for instance if you wanted to
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put
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something inside of your red green
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channel you can change what goes into
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your red green and blue channel here so
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if you wanted
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let's say for instance in my roughness
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channel i wanted to channel pack my
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roughness channel you can come in here
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and change the way that this is working
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so
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you know maybe i want this to be a red
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green and blue channel and in my blue
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channel i wanted to put something like
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you know a curvature map in here and the
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roughness map in one channel and maybe i
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want to put a cavity map in another
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channel
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and so this is really a good place where
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you can put additional data in your red
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green and blue channel and export it
00:09:09
that way
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also be aware that this is where you can
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change to an exr file format and change
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it to a 32-bit color space
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so
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these things you would do in standalone
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bridge versus inside of the unreal
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engine 5 version of bridge where these
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options are not quite available to you
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once again
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you can come in here and change to obj
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or fbx if you work working on unreal
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engine 5 as well as modify your naming
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conventions so that if you're working in
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a particular pipeline workflow
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your naming conventions can
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adjust to
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the particular work that you're doing
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there so
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let's now switch over and take a look at
00:09:53
bridge inside of unreal engine 5 and see
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how that is different and how you would
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adjust to that type of workflow so i'm
00:10:00
going to go ahead and open unreal engine
00:10:03
and here i have a scene that is
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basically the time of day
00:10:08
map and i've brought in a character for
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scale reference and if you want to
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access bridge from within unreal engine
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5
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you can access bridge just by going to
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the content drop down menu and you will
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see quixl bridge there
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and we open up bridge
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and i can pull it over to the side here
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so we have a nice split screen of what
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we're doing
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and
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once again you log into bridge
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using the sign in
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and my credentials should pop in there
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because it remembers me from
00:10:44
[Music]
00:10:45
earlier today
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and once again use your epic id and you
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get full access to the entire mega scans
00:10:51
library now this should look very
00:10:53
similar identical to a bridge same
00:10:56
number of assets that you saw in the
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standalone bridge here
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we have the same landing page as you saw
00:11:03
before the same collections that you saw
00:11:05
[Music]
00:11:07
your ability to favorite assets is still
00:11:10
here so if i'm working through and
00:11:11
making collections or selections for an
00:11:14
art director or so forth i can go in and
00:11:16
say well you know let's
00:11:18
put this into my favorites collection
00:11:20
let's put this into my favorites
00:11:22
collection and then when i come down
00:11:23
here to favorites you'll see these two
00:11:25
are now added into my favorites
00:11:27
collection and i can show those to an
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art director or whatever the case might
00:11:31
be
00:11:32
once i begin to download these assets
00:11:34
they actually come into a local
00:11:36
repository here and in my local
00:11:38
repository
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if i need to manage that local
00:11:41
repository i can come to my preferences
00:11:43
here and this is where that local
00:11:45
library path is and so one thing that's
00:11:48
important to note is that all of the
00:11:50
assets inside of qixel bridge inside of
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unreal engine
00:11:54
early access with regard to 3d meshes
00:11:58
have the ability to be nanite meshes so
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you want to make sure that that local
00:12:03
repository is uh
00:12:05
of a good enough size to handle all the
00:12:07
nanite
00:12:09
mesh size so
00:12:12
and one thing that's important also to
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note is that as i'm selecting 3d meshes
00:12:17
for instance let's find something cool
00:12:20
to to download here let's say this um
00:12:24
wooden music chair you'll see that down
00:12:27
here now in this particular details
00:12:30
panel here
00:12:32
i can
00:12:33
choose to download this at low quality
00:12:35
medium quality high quality but also
00:12:37
nanite quality mesh
00:12:39
now i have the option to download it and
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to add it to my project but one thing
00:12:43
that's really cool is that i can just
00:12:45
immediately drag it into my viewport and
00:12:48
let go of it and it starts to stream in
00:12:51
immediately and i instantly see the
00:12:53
texture even though it has not really
00:12:55
started downloading or it just begins to
00:12:58
download right the download process
00:13:00
begins
00:13:01
but i have instant access to this mesh
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so i can bring it into my scene and put
00:13:07
it next to echo here and maybe hit the
00:13:09
end key
00:13:10
and slide it over next to echo and hit
00:13:13
the f key to zoom in on it and you can
00:13:15
see that i can actually see the texture
00:13:17
and start to work with it so you know if
00:13:20
i want to position at next echo
00:13:22
and maybe build a scene with the
00:13:26
the music stand and bring the music
00:13:28
stand and start to build a bit of a
00:13:30
scene
00:13:31
around echo with these assets even
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before they've actually downloaded this
00:13:36
is a really helpful
00:13:38
workflow right so
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you can see that
00:13:43
these assets are still downloading
00:13:47
though i can see the textures and
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they're going to come in as nanite
00:13:50
meshes so maybe i want this chair as
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well and i can drag this chair in and
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put it behind her
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and
00:13:58
you know once again start to build a
00:14:00
whole scene
00:14:03
even before all these assets are fully
00:14:06
streamed in
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and then once they do fully stream in i
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will see their full nanite
00:14:17
representation and that's really handy
00:14:19
so
00:14:20
and i can also do things like duplicate
00:14:23
them so you know before this asset is
00:14:25
fully streamed in i can bring this chair
00:14:27
in and make duplicates of it and do
00:14:30
level design type functions
00:14:32
so that can be a really handy pro tip
00:14:35
for everyone to be aware of is that you
00:14:37
don't have to wait for these things to
00:14:39
fully come into your scene before you
00:14:41
actually get to work with them do level
00:14:43
design manipulations and so forth
00:14:46
so you can see that my internet
00:14:48
connection is still being a little bit
00:14:50
slow here but they're all streaming in
00:14:54
but i don't even have to wait for them
00:14:56
to be fully streamed in for me to to do
00:15:00
everything i need
00:15:02
with them
00:15:04
so we'll wait for this one to finish
00:15:06
coming in here and i'll show you in a
00:15:08
second that as it finishes this last
00:15:10
couple seconds the actual nanite mesh
00:15:14
will process
00:15:15
and you'll see
00:15:17
it
00:15:18
give me a dialog box that says that it
00:15:21
is building the mesh distance field for
00:15:24
that
00:15:25
nanite mesh
00:15:26
and once it is complete here let me move
00:15:28
this dialog box over
00:15:31
actually it will not move and then we'll
00:15:33
see the final nanite mesh
00:15:35
so we'll give it one more second here
00:15:39
as it processes through and there's the
00:15:41
mesh distance feel and you see it
00:15:42
finally streaming in
00:15:44
and there is now the full nanite mesh
00:15:47
and if you want to verify that you can
00:15:49
actually come here to lit mode
00:15:52
go to nanite visualization and check out
00:15:54
the triangles and there's the actual
00:15:56
nanite mesh and as the rest of the
00:15:59
nanite meshes finish their downloads
00:16:02
you'll see them streaming as well
00:16:04
now the other thing that comes in from
00:16:07
bridge
00:16:08
is that you get full access to the
00:16:11
material instance and this is a a
00:16:14
next evolution of our material instance
00:16:17
and our master materials so these are
00:16:19
still
00:16:20
part of qixel bridge but it's now fully
00:16:24
integrated into unreal engine 5 early
00:16:26
access so you get access to albedo you
00:16:28
get access to
00:16:30
metalness
00:16:31
specular roughness parameters
00:16:34
normal strength and then you still get
00:16:36
access here at the bottom to the parent
00:16:39
material so i can double click on that
00:16:41
parent material
00:16:43
i can still go to that parent material
00:16:46
i can modify that parent material now
00:16:48
that's nested into a material function
00:16:51
so i can open up that material function
00:16:53
and we can take a look at that material
00:16:55
function and see that this is where our
00:16:57
color parameters are coming from
00:16:58
metallic parameters roughness normal and
00:17:01
you can see that it's now all being
00:17:03
funneled through a material attributes
00:17:05
node that has plenty of input so if you
00:17:07
want to add functionality of this master
00:17:10
material you can modify your existing
00:17:12
master material
00:17:14
or you can come in here and put in
00:17:16
additional nodes and modify it to your
00:17:18
heart's delight
00:17:20
now additionally if you want to create
00:17:22
your own master material there's a
00:17:25
little uh window here that gives you
00:17:27
access to the master material override
00:17:30
so you can create new master materials
00:17:32
new surface master materials plant
00:17:35
master materials as well as material
00:17:37
blend attributes that
00:17:39
allow you to blend multiple materials so
00:17:42
be aware that that's available to you as
00:17:44
well
00:17:46
now as our scene finishes here and all
00:17:48
of our messages stream in i can come in
00:17:50
here and take a look at our nanite
00:17:53
visualization and you can see that all
00:17:55
the meshes
00:17:56
are here and available to me and they've
00:17:58
all streamed in and that's all of our
00:18:00
nanite meshes
00:18:01
and
00:18:02
our entire library of 3d meshes is now
00:18:05
here and available to us and we can
00:18:07
check them all out and
00:18:09
there they are
00:18:11
so
00:18:12
make sure that you take full advantage
00:18:14
of all of these new features of having
00:18:17
15
00:18:19
800 assets uh that are now part of
00:18:23
unreal engine early access
00:18:25
and with that in mind i'm going to hand
00:18:29
the presentation over to galen who's
00:18:31
going to show you how he's built a scene
00:18:33
together and
00:18:38
let him take it from here so
00:18:40
over to you galen
00:18:41
all right thanks louis okay let's get
00:18:43
started here we're gonna start with a
00:18:45
new project
00:18:46
um i'm just gonna enter a name and we'll
00:18:49
just get going here inside a mixer so if
00:18:52
you're not familiar with mixer i'll just
00:18:53
kind of briefly run through the ui so
00:18:56
it's a very minimalist ui we don't
00:18:57
really have a lot going on here but
00:18:59
we've kind of nested everything in such
00:19:01
a way to where all the tools and all the
00:19:04
things that you would come to need for
00:19:05
texturing
00:19:07
are really kind of nicely compacted into
00:19:09
this this user interface here so
00:19:12
the first thing that we're really going
00:19:13
to do is actually start to add in the
00:19:15
surfaces that we want to start mixing
00:19:16
with
00:19:18
and i'll just kind of show the ui as we
00:19:19
sort of go here so as you see on the
00:19:22
left here i can see my local library and
00:19:24
this will show all the different things
00:19:26
that we currently have that are in the
00:19:27
library here and i can isolate
00:19:29
individual components these are actually
00:19:31
elements that i currently have
00:19:33
downloaded on my drive right so
00:19:35
everything here inside a mixer is is
00:19:38
also the same type of content that we
00:19:40
have downloaded inside of bridge so
00:19:41
everything that lewis just showed as far
00:19:44
as what the local repository looks like
00:19:46
on your drive
00:19:48
it can be matched one-to-one just by
00:19:50
making sure
00:19:51
that your repository location for both
00:19:53
bridge and mixer point to the same path
00:19:56
so that's a really important note when
00:19:57
you start working with both applications
00:19:59
here in tandem so these are all just the
00:20:02
different pieces that i currently have
00:20:03
downloaded on my drive but we also get a
00:20:05
direct feed
00:20:07
to all the newest elements of the mega
00:20:09
scans library as they go up live so day
00:20:11
and date every new component that goes
00:20:14
in
00:20:15
you'll see it reflected here in the
00:20:16
online tab and again we can sort and
00:20:18
search in the exact same way right so i
00:20:20
could just type in wood and just kind of
00:20:22
generally see
00:20:23
from most recent
00:20:25
and i can change that actually to
00:20:27
feature it also as well um and then we
00:20:29
can actually isolate here so say i just
00:20:31
wanted to look at only the 3d components
00:20:33
that actually make up the wood category
00:20:35
under my search and that shows me
00:20:37
everything that's here and then from
00:20:39
there all i need to do is just go to
00:20:41
download settings and i can isolate
00:20:42
exactly what it is that i want for the
00:20:44
use case
00:20:45
for the project that i'm working inside
00:20:47
so
00:20:48
in this case what we're actually going
00:20:50
to do to start is i'm going to
00:20:53
just wipe this away here in my search
00:20:55
and i'm going to go to surface and i
00:20:57
want to type in ground
00:20:59
and this is going to give us a good
00:21:00
jumping off point to kind of start the
00:21:03
demo here so i'm going to find something
00:21:04
that i think is kind of interesting i
00:21:07
really like this here so i'll go to my
00:21:08
download settings and i'm actually going
00:21:10
to download the highest resolution
00:21:12
version of this scan and the reason for
00:21:14
that is because mixer is a completely
00:21:16
non-destructive
00:21:18
workflow as far as material authoring
00:21:19
and creation so what that means is that
00:21:22
literally at any point in the workflow
00:21:24
we can take non-destructive approaches
00:21:26
to the way that we're actually
00:21:27
addressing
00:21:29
the material needs that we have for our
00:21:30
specific use case so in this case i'm
00:21:33
going to download definitely the highest
00:21:34
resolution version of this and now of
00:21:36
course we're going to be using unreal
00:21:37
engine so i'm going to set my material
00:21:39
preset here to unreal and then i can
00:21:41
just isolate the different components
00:21:42
that we actually need
00:21:44
so for this surface to really kind of do
00:21:46
what we want it to do we're just going
00:21:48
to make sure that we have albedo normal
00:21:50
and roughness those are the big ones for
00:21:51
me
00:21:52
displacement is checked on here by
00:21:54
default just so that we have that and we
00:21:55
can start to download this asset now
00:21:58
and then the next thing that i want to
00:21:59
do is i want to find actually a snow
00:22:02
material that i think would be kind of
00:22:04
nice so i'll actually grab
00:22:06
maybe this windswept snow here yeah this
00:22:10
is pretty great so the same download
00:22:11
settings um for this one as well so i'm
00:22:13
just going to go to unreal engine 4 and
00:22:16
make sure that i have this set up
00:22:19
and i don't need ao so let's start
00:22:21
downloading this and then in the
00:22:23
background these two elements are just
00:22:24
kind of
00:22:25
downloading for us here and then the
00:22:27
second that those are done i can go to
00:22:29
my local library here on the side and i
00:22:31
can add them into the to the canvas here
00:22:33
directly so if i just left click on any
00:22:36
one of these surfaces
00:22:38
this will actually drag them now into my
00:22:40
into my canvas and we can start mixing
00:22:42
with them um so i'll start with just
00:22:44
this one just to start here so if i hold
00:22:47
shift and right click that will move my
00:22:49
light around and you can see we're
00:22:51
getting some really nice displacement
00:22:53
and tessellation on this surface here
00:22:56
we've got these nice stones and some
00:22:57
nice sand
00:22:59
and this is going to be really really
00:23:00
great
00:23:01
to just start the mix here
00:23:03
and i'm just going to
00:23:05
run through a couple of the settings
00:23:06
here on this side so you can see
00:23:08
so like i was saying mixer is completely
00:23:10
non-destructive here so if i offset this
00:23:13
scan in any direction you can see that
00:23:15
we if i hit t on the keyboard we
00:23:17
maintain that tiling so
00:23:19
everything that we're doing here
00:23:20
preserves tiling throughout the entire
00:23:22
process which is pretty neat because we
00:23:24
could even take a really extreme example
00:23:26
here and i'll add in a paint layer just
00:23:28
to illustrate this point and big make my
00:23:30
brush size here pretty large so if i
00:23:32
start to paint
00:23:34
and i'm painting right now on albedo
00:23:35
metalness roughness and displacement
00:23:37
here on the side and you can see
00:23:39
that what it's doing is if i hit t on
00:23:41
the keyboard it's actually correcting
00:23:43
for that and making sure that every
00:23:44
brush stroke that i made there is
00:23:46
actually continuing to tile throughout
00:23:48
the entire process so this really makes
00:23:51
it just
00:23:52
incredibly simple to go in make some
00:23:54
pretty awesome mixes
00:23:57
and then be able to have the tiling just
00:23:59
resolve itself instantly
00:24:01
so
00:24:02
the next thing that i want to show here
00:24:03
on the side is that each individual
00:24:05
channel here is represented now what we
00:24:07
can do is we can actually go in here and
00:24:09
start to change maybe the color of these
00:24:11
different scans if we want to so maybe
00:24:12
i'll just make this just a little bit
00:24:14
darker and maybe bring in a little bit
00:24:16
more saturation from what we had before
00:24:18
and i can even up the contrast of this
00:24:20
here so if i isolate just my albedo by
00:24:23
hitting 2 on the keyboard you can see
00:24:25
that i can up the contrast of the skin
00:24:27
and really kind of pop some of those
00:24:29
additional details here and we just get
00:24:31
something a little bit more interesting
00:24:33
just just with some really basic
00:24:34
manipulations here and
00:24:36
in the same way that we can manipulate
00:24:37
you know the color and all these
00:24:39
different things we can also affect the
00:24:40
roughness here so if i wanted to make it
00:24:42
completely rough and not have
00:24:44
really any uh any reflections whatsoever
00:24:47
i can make it all the way white or i can
00:24:49
lower the the roughness all the way down
00:24:51
here to make it like it's maybe just
00:24:53
completely wet so there's a bunch of
00:24:55
different ways that we can start to
00:24:56
manipulate this but i'm just gonna keep
00:24:58
it inside of the actual scan value just
00:25:00
to kind of keep things
00:25:02
within our kind of physically based
00:25:03
realm here so
00:25:05
the the next thing i want to show
00:25:08
is that i'm going to bring in that
00:25:09
additional scan here so we downloaded
00:25:11
the snow and what i want to do is
00:25:13
actually just bring in that windswept
00:25:14
snow so i'll just click on that tile and
00:25:16
bring it directly into the viewport here
00:25:18
now what's cool about this is that we're
00:25:20
able to mix in a bunch of different ways
00:25:23
here so it drops it kind of in the
00:25:25
center
00:25:26
of this and if i t on the keyboard you
00:25:27
can see once again that we actually get
00:25:29
tiling across every seam so this is
00:25:31
pretty unique uh being able to kind of
00:25:33
maintain that tiling here so if i if i
00:25:36
slide this height
00:25:37
up and down here on this surface
00:25:40
then you can see that we're actually
00:25:41
getting that snow to start to sit
00:25:43
exactly the way that we would want it to
00:25:46
inside some of those deeper parts of the
00:25:48
actual scan now if i go to my blend
00:25:50
radius and i move that up you can see
00:25:53
that what that's doing is actually
00:25:54
bringing in more of that surface the the
00:25:57
further i drag it to the right now if i
00:25:59
bring it down to the left we get kind of
00:26:01
a steeper falloff and a much more
00:26:03
defined line as far as exactly where
00:26:07
that snow actually sits here so i want
00:26:10
to have it somewhere
00:26:11
kind of in the middle here because i
00:26:13
really like you know you can see here
00:26:14
maybe in this patch
00:26:17
being able to have like the snow
00:26:18
actually bleed into these different
00:26:19
parts and as you can see we get a really
00:26:22
nice tiling surface here and just out of
00:26:24
the box i mean that's pretty awesome to
00:26:26
be able to just quickly see what it
00:26:27
looks like to bring in two different
00:26:29
scans and mash them together
00:26:31
all right so just to wrap this point up
00:26:33
here what i want to do is make sure that
00:26:34
the snow actually finds a really nice
00:26:36
place to sit in relation to
00:26:39
some of the other elements of the scan
00:26:41
here so i'm just going to bring that in
00:26:42
and then feather the radius here
00:26:44
slightly until we get kind of a
00:26:46
believable falloff for what that snow
00:26:47
would actually look like okay so then
00:26:50
this is what our final result is just by
00:26:51
mixing those two surfaces together and
00:26:53
again like i said all the tiling is
00:26:55
actually maintained across all this so i
00:26:57
could go back in and maybe offset just
00:26:59
the snow here so we get maybe different
00:27:01
parts of the unique features of this
00:27:03
scan to be featured in a more prominent
00:27:05
way
00:27:06
but that's how easy it is to start to
00:27:08
just blend
00:27:09
two surfaces together and actually get
00:27:11
something brand new all right so let's
00:27:13
actually start on a new example now i'm
00:27:15
actually going to move over into 3d
00:27:16
because what we've shown is that we can
00:27:18
do a really easy mix using surfaces but
00:27:20
act let's actually bring this now into
00:27:22
3d so
00:27:23
we'll call this nordic and we'll just
00:27:26
make it at 4k i don't need to save this
00:27:28
and we'll just start a brand new mix
00:27:30
here so what i want to start with is i
00:27:33
want to bring in one of our large
00:27:36
nordic scans here so we've got a bunch
00:27:38
of these on the site
00:27:40
but we'll start with just one
00:27:43
let's start with let's see let's start
00:27:45
with
00:27:46
this one i think this is pretty cool so
00:27:48
we'll bring this guy in here and it's
00:27:50
just going to load this in
00:27:52
and now we're going to be able to start
00:27:53
to manipulate
00:27:55
the surface of this 3d object and start
00:27:58
to re-texture this asset altogether so
00:28:00
real quick what i want to show is that
00:28:02
again since it's fully non-destructive
00:28:04
in the way that we're working here
00:28:05
um i have actually downloaded a couple
00:28:07
of different lods so i've downloaded
00:28:09
lod0 and i've also downloaded the high
00:28:11
resolution version so
00:28:14
we've already kind of talked a little
00:28:15
bit about nanite and some of the things
00:28:16
that it can do and so what we want to
00:28:18
make sure that everyone's kind of aware
00:28:19
of here
00:28:20
is that if you're re-texturing this type
00:28:22
of asset that you can actually kind of
00:28:24
get the really high-resolution version
00:28:26
of these assets to load in and
00:28:28
re-texture those directly so you could
00:28:30
mix at the lowest resolution the lowest
00:28:33
lod if you want and you're still going
00:28:35
to get great results but we're going to
00:28:37
load up the high resolution version here
00:28:39
and that high resolution version is
00:28:40
going to let us just have even access to
00:28:42
even more
00:28:44
detail than what we had
00:28:46
with our lowest or with our lod zero
00:28:49
all right so we've got this scan loaded
00:28:51
in now and as you can see we've got a
00:28:53
really detailed scan
00:28:54
we're getting so much geometric detail
00:28:56
from this guy and we're going to be able
00:28:58
to leverage a lot of that geometry to
00:29:00
actually help us
00:29:02
in re-texture this asset so what i want
00:29:04
to do to start is actually want to lay
00:29:06
down just sort of a base of something
00:29:08
that's going to be completely different
00:29:09
from what we have here color wise and
00:29:12
and some of the other unique
00:29:13
characteristics about this so i'm going
00:29:14
to load in a surface layer and what i'm
00:29:17
going to do here is i'm actually going
00:29:18
to search for iceland because i know
00:29:20
that i have this layered rock here that
00:29:22
is going to be perfect for what we're
00:29:23
trying to do um so this is going to be
00:29:25
my base layer and i'm going to drag this
00:29:27
guy into my viewport here just by
00:29:29
clicking on the tile
00:29:33
and this is just loading in all the
00:29:35
different components that we're going to
00:29:36
be texturing with here so the albedo the
00:29:38
normal the roughness displacement and
00:29:40
everything so as you can see
00:29:42
we just dragged that asset directly onto
00:29:44
this surface and then now we've got a
00:29:47
completely re-textured looking asset and
00:29:49
this is our starting place we're just
00:29:50
going to start to layer in some
00:29:52
additional detail here but i just wanted
00:29:54
to bring this
00:29:55
bring this surface in to start so that
00:29:57
we have something to build off of so
00:30:00
this is what we've got and i think if i
00:30:02
isolate just albedo you can see what's
00:30:04
cool about this surface is that we
00:30:06
actually get kind of this really nice
00:30:08
layered
00:30:09
kind of rock here so it's going
00:30:10
vertically right now
00:30:12
we actually want to change that so it
00:30:13
almost looks like it's sedimentary as
00:30:15
far as the way that it's stacked up so
00:30:17
what i'm going to do
00:30:19
is that
00:30:20
one since we switched over to 3d now
00:30:22
we've got a couple new bells and
00:30:23
whistles to play with as far as the
00:30:24
viewport itself so i can actually go
00:30:27
here in this radial slider and i can
00:30:30
move this around so that we actually get
00:30:32
a slightly different projection based on
00:30:34
the way that the surface actually
00:30:36
is projecting onto the 3d object and if
00:30:39
i move this element here in the middle
00:30:41
of the radial slider you can see that
00:30:43
now
00:30:44
we've got this sediment kind of moving
00:30:45
in a more horizontal fashion on the
00:30:48
surface so that's exactly what we're
00:30:49
going for we can also now since we're in
00:30:52
hexaplanar projection by the way you can
00:30:54
see that we have no seams whatsoever
00:30:57
it's actually projecting from all these
00:30:58
different axes and we're getting just a
00:31:00
completely airtight
00:31:02
basically projection of all these
00:31:04
different kind of surfaces and channels
00:31:06
kind of working together so as i start
00:31:08
to change the scale here on this slider
00:31:11
you can see that we're exposing more or
00:31:13
less of the detail as needed right so i
00:31:15
kind of like this being able to see a
00:31:17
couple different layers here just so it
00:31:19
seems like this rock is really old it's
00:31:21
obviously a much larger scan here as
00:31:23
well so in relation to the size of a
00:31:25
person this is actually right inside the
00:31:27
realm of what i think would be
00:31:29
believable for this type of asset and
00:31:32
we've got some really nice details
00:31:33
popping here
00:31:35
if you hit d on the keyboard by the way
00:31:37
that will turn on displacement and you
00:31:39
can turn that on or off depending on
00:31:41
what it is that you're you're mixing
00:31:43
for 3d scans i like to have it off just
00:31:45
because we're not using tessellation or
00:31:47
displacement inside the engine so
00:31:49
i want to make sure that
00:31:51
i'm just kind of working on the exact
00:31:53
version the same geo that's going to go
00:31:54
into our project
00:31:56
for right now though
00:31:57
this is perfect for what we need and i
00:31:59
can go into my height frequency here and
00:32:01
if i zoom in on the scan i can actually
00:32:04
bump the low frequencies if i want to
00:32:06
kind of get some of those larger shapes
00:32:07
or i can go to high frequency and kind
00:32:09
of get some more crispy detail from some
00:32:11
of those smaller elements
00:32:13
and i think i'll just bump that up
00:32:14
slightly because i think that gives us a
00:32:16
really nice textural feel
00:32:18
on this surface here just kind of
00:32:20
exaggerating some of the elements that
00:32:22
are already in this scan
00:32:23
so the next thing that i want to do is i
00:32:25
want to actually go in and start to
00:32:26
break up the edges of this asset so i'll
00:32:28
add in another surface layer and i'm
00:32:30
going to stay inside of iceland because
00:32:32
just nice to kind of grab something
00:32:33
that's from that same region and i'm
00:32:35
going to grab this rock it's a little
00:32:36
bit lighter
00:32:38
and this is just bringing in a new
00:32:39
surface all together and as you can see
00:32:41
this is now
00:32:43
on top of the entire asset just like we
00:32:45
had the the last surface um now what we
00:32:48
want to do though
00:32:50
is that we actually want to go and
00:32:51
isolate
00:32:53
just the parts of the scan
00:32:56
to where we actually want this to
00:32:57
actually land so what i want to do is i
00:33:00
want to right click on this surface here
00:33:03
and i want to add a mask stock and the
00:33:05
max stack what it does is that it allows
00:33:07
us to to mask out all the different
00:33:10
components in a bunch of different ways
00:33:12
here so to start i want to bring in a
00:33:13
curvature
00:33:15
component and what that's going to do
00:33:17
is if i hit 9 on the keyboard you can
00:33:19
see what the mask actually looks like
00:33:20
here so as you can see we're really kind
00:33:22
of bumping a lot of the edges we've got
00:33:25
some of that surface actually coming in
00:33:27
on some of the larger shapes but it's
00:33:28
completely uh devoid of of any detail
00:33:32
inside the crevices here and i can
00:33:34
change that here so i have default
00:33:36
curvature set if i change this to edges
00:33:38
only we get a more pronounced version of
00:33:39
what we're looking at or if we go to
00:33:41
cavities only that's basically the
00:33:43
inverse of what we were just looking at
00:33:45
um so now that would only be kind of
00:33:48
inside of the crevices now we want the
00:33:49
opposite of that right we want to
00:33:50
actually just bump the edges so i'll go
00:33:52
to this section here and i'll actually
00:33:54
just go into edges only and then edges
00:33:56
only is going to give us a really nice
00:33:58
projection just on the edges of this
00:34:01
asset and we can go and start to change
00:34:03
this and manipulate some different
00:34:05
components of this so if i had nine in
00:34:06
the keyboard once again you can see that
00:34:08
we're actually given this level slider
00:34:10
and we can actually start to to
00:34:12
anti-alias some of those larger surfaces
00:34:14
if we want to right so we can kind of
00:34:16
just isolate it to where it's even more
00:34:18
just pronounced on the edges
00:34:21
we can actually go into tightness here
00:34:22
as well and if i move that up you can
00:34:24
obviously see that we start to get a
00:34:26
really nice fall off of this and it just
00:34:28
becomes even more natural
00:34:30
depending on what you're going for you
00:34:32
know you can start to mess around with
00:34:33
some of these things and get just a
00:34:35
completely different result we can also
00:34:37
go to the opacity of this altogether and
00:34:39
start to really uh feather that back
00:34:42
depending on what it is that we're going
00:34:43
for
00:34:44
now another thing to keep in mind here
00:34:46
is that we also have blend modes and
00:34:48
what's cool about this is that i could
00:34:49
zoom in and just kind of take a look at
00:34:51
what the albedos are doing right now and
00:34:53
obviously we're getting you know just
00:34:55
kind of
00:34:56
a binary approach here either it's on or
00:34:58
it's off with this but what we could do
00:35:01
is we could actually isolate individual
00:35:02
channels so let's say the albedo and
00:35:04
let's say i want to overlay this and now
00:35:06
that we kind of get now if we add these
00:35:09
two together we get this result right
00:35:11
and then you know we get all different
00:35:13
types of blend modes to play around with
00:35:15
to kind of get the exact look that we're
00:35:17
going for so i'll keep it just in normal
00:35:20
and we'll just play maybe just a little
00:35:21
bit with the opacity and that's going to
00:35:23
give me the exact result that i'm going
00:35:25
for here as far as just highlighting the
00:35:26
edges here slightly and we're able to
00:35:29
kind of get something that just breaks
00:35:30
up the surface even more
00:35:33
so the last thing that i want to do
00:35:35
for this specific scan here is i
00:35:37
actually want to add in some snow
00:35:40
and the snow is actually just going to
00:35:42
land on the up vector faces of this
00:35:45
asset so to do that what i'm going to do
00:35:46
is go back to my local library and we'll
00:35:49
type in snow and since we've already
00:35:51
downloaded a fresh windswept snow we'll
00:35:53
just bring that directly into our
00:35:54
project
00:35:55
okay and now we have a completely snow
00:35:57
covered object right so what we need to
00:36:00
do is now completely change this so
00:36:01
where we only get the snow
00:36:03
exactly where we want it so again i'm
00:36:05
going to right click on this part of the
00:36:07
stack and i'll add in a mask stack
00:36:10
and what i'm going to do is i'm going to
00:36:12
go to the normal component here that's
00:36:14
on the side
00:36:16
and the normal component what it does is
00:36:18
it basically gives you a normal
00:36:19
projection based on this radial slider
00:36:22
so if i hit 9 on the keyboard
00:36:24
you can see exactly the way this is
00:36:26
actually being projected now so
00:36:28
from this side we're not getting really
00:36:30
much of any projection but from this
00:36:32
side we're getting fully blasted snow
00:36:34
just directly on the side of this asset
00:36:37
now what we want to do
00:36:39
is we actually want to change this so
00:36:41
that it's actually going up and down so
00:36:43
i'll just move this radial slider here
00:36:44
to where we actually get it to be
00:36:46
straight up and down so once again if i
00:36:48
just go to the top side you can see this
00:36:50
and on the bottom side we're not really
00:36:51
getting anything and we can affect the
00:36:53
range here as well so that we actually
00:36:55
start to dial this back and what i want
00:36:56
to do to really kind of denoise this
00:36:58
slightly is i actually want to change
00:37:01
the way in which this normal is actually
00:37:02
working because right now it's
00:37:04
incorporating all the work that we've
00:37:05
done on some of those other surfaces
00:37:07
right so it's picking up the other two
00:37:09
materials the other two rock materials
00:37:11
and you can see it's kind of
00:37:12
highlighting some of those edges here
00:37:14
from the ribbed part of the icelandic
00:37:16
scan i want to change that so that we're
00:37:18
only getting the mesh and this mesh is
00:37:20
now the only way that we're actually
00:37:22
kind of getting that world space data
00:37:25
right so if i change my my range here
00:37:27
you can see that now we've got just a
00:37:29
way more
00:37:30
kind of calculated approach the way that
00:37:32
the snow is actually kind of hitting the
00:37:34
surface
00:37:35
and again we can start to just feather
00:37:37
that range here slightly and really kind
00:37:39
of get that nice
00:37:41
realistic fall off that we would get
00:37:43
from actual snow
00:37:45
and what's cool about this now is that i
00:37:47
can actually go into this snow material
00:37:49
and maybe start to maybe blur some of
00:37:51
the underlying features so that it seems
00:37:53
like it's a little bit
00:37:55
a little bit more snow actually piling
00:37:57
up on the surface right and we can
00:37:59
actually
00:38:00
expose more of that if we start to
00:38:02
bring in less of that blur so i'll
00:38:05
probably find something
00:38:06
in the five or six range here because i
00:38:08
think that's actually really nice and it
00:38:10
just makes it so that there's a little
00:38:11
bit more snow it appears as if there's
00:38:13
more snow on the top side of this object
00:38:16
and what's really nice here about the
00:38:18
stack once again is that we're actually
00:38:20
able to work in a non-destructive
00:38:22
fashion here so we can start to add in
00:38:24
and mix and match components in the
00:38:26
stack so what i'm going to do is i'm
00:38:28
going to go and add in another component
00:38:30
and a similar component to what we've
00:38:31
already worked on which is the curvature
00:38:33
component
00:38:35
now as you can see
00:38:36
uh once i've added in this curvature
00:38:39
component that stomps all the work that
00:38:41
we just did down below right but it's
00:38:42
still here in the stack but we need to
00:38:44
make it so that these two elements play
00:38:46
together so what i'm going to do to
00:38:47
start is actually want to just highlight
00:38:49
the cavities only of this section so
00:38:52
that it seems like maybe snow has
00:38:54
started to pile up inside of
00:38:57
maybe just the crevices of this object
00:38:59
right
00:39:00
and this is already kind of looking
00:39:01
pretty good just out of the box but why
00:39:03
don't we start to dial this in a little
00:39:05
bit more maybe play with the levels
00:39:06
maybe adjust the tightness here slightly
00:39:08
and get something that's just a little
00:39:10
bit more uh kind of custom for what it
00:39:12
is that we're working on now what i want
00:39:14
to do is i want to actually get again
00:39:16
get the best of both worlds between
00:39:18
these two so if i toggle it's on and off
00:39:20
you can see that's just the normal this
00:39:22
is just the curvature now what we want
00:39:24
is actually a mix of both so i'll go to
00:39:26
my blending modes and i'll make sure
00:39:27
that curvature is selected because it's
00:39:29
on top
00:39:30
of that part of the stack and i'll go to
00:39:32
add and add is actually going to give us
00:39:34
the best of both of those worlds like i
00:39:36
said so now if i hit 9 on the keyboard
00:39:38
you can see that we're getting both
00:39:39
cavities and we're getting that up
00:39:41
vector approach and what's cool here is
00:39:43
i can go back into just this section and
00:39:46
maybe just play with the opacity here
00:39:47
slightly so that we get maybe have that
00:39:50
be just a little bit less pronounced
00:39:51
right so right around 25
00:39:54
and now it just seems like it's even
00:39:55
more kind of realistic maybe a little
00:39:57
bit more settled into the surface and
00:39:59
we've completely retextured this object
00:40:01
here just in a couple minutes so the
00:40:03
last thing i want to show
00:40:05
here inside of this is i actually want
00:40:06
to grab all this work and i want to
00:40:08
basically take the work that we've done
00:40:10
for this asset and be able to propagate
00:40:12
that same work across all the different
00:40:15
components that we have inside of our
00:40:17
environment so what i'm going to do
00:40:19
quickly is just add this to our group so
00:40:21
i'll just click on this folder icon and
00:40:23
we'll just call this
00:40:25
nordic01sm
00:40:28
and this is going to be a new smart
00:40:30
material for us so i will export this as
00:40:32
a smart material and what this is going
00:40:34
to do is going to allow me to save this
00:40:36
out so that i can then
00:40:38
re-propagate this all the same rules of
00:40:41
what we just textured back onto another
00:40:43
asset and i'll kind of show that
00:40:45
actually here really quickly all right
00:40:46
so just to illustrate this smart
00:40:48
material point what i'm going to do is
00:40:50
actually load in a different asset now
00:40:51
and so we'll load up
00:40:53
let's load up
00:40:54
this asset here this is another large
00:40:56
coastal cliff and we'll just see what
00:40:58
this looks like with the exact same
00:41:00
rules that we just made for this asset
00:41:02
with the highlighted edges the snow
00:41:04
sitting in the crevices and also the up
00:41:06
vector look
00:41:07
okay and so here's what that asset looks
00:41:09
like now that we've loaded up the high
00:41:10
resolution version of it and the way
00:41:12
that i like to think of smart materials
00:41:14
is really kind of just a starting place
00:41:16
for a lot of the re-texturing effort
00:41:18
that we would have for this particular
00:41:19
group
00:41:20
so while this kind of looks pretty
00:41:22
decent out of the box just with some of
00:41:23
the work that we've already done i like
00:41:25
to go in now and start to really kind of
00:41:27
dial in the exact look of what this
00:41:30
would actually be
00:41:31
and now that we're changing the shape
00:41:33
right so the scale of this asset is
00:41:34
obviously a little bit different but we
00:41:36
can start to make some manipulations to
00:41:38
this to actually bring it more into the
00:41:40
realm of what is believable depending on
00:41:42
the need right so just some really basic
00:41:44
kind of changes to this asset would go a
00:41:47
long way and so i definitely encourage
00:41:48
you guys if you're going to use smart
00:41:49
materials to go back and maybe just uh
00:41:53
use it as a starting place right maybe
00:41:55
you'll need to readjust
00:41:56
exactly what the edge highlight would
00:41:58
look like how much snow is actually
00:42:00
sitting on this asset and that's what's
00:42:02
cool about working inside of this
00:42:03
application is again it's all fully
00:42:05
non-destructive and we can get a lot out
00:42:07
of it so what i'm going to do just for
00:42:10
the sake of time is i'm going to export
00:42:11
all these textures into unreal i'm going
00:42:13
to load them back up inside of our level
00:42:15
and then we can start to actually see
00:42:17
what everything looks like now that
00:42:19
we've re-textured these assets and we've
00:42:21
got just a completely different look for
00:42:22
our environment so i'll jump over to
00:42:24
unreal so we'll see you here in a sec
00:42:26
all right so here we are back inside of
00:42:28
unreal and this is the scene with the
00:42:30
new texture so i've actually just loaded
00:42:32
up all the new textures that we just
00:42:34
mixed inside of mixer and i'm going to
00:42:37
now change this environment to make it a
00:42:39
little bit more snowy and cold than it
00:42:41
already looks so as you can see we've
00:42:44
got some of that nice snow kind of
00:42:45
sitting on the normals up here and
00:42:47
towards the mouth of the cave actually
00:42:49
which is pretty cool um but now we're
00:42:51
going to go and start to take this in a
00:42:52
different direction where we're going to
00:42:53
add in some new mega scans assets change
00:42:55
the lighting and start to really kind of
00:42:57
make this a little bit colder so what
00:42:59
i'm going to do to start is i'll go up
00:43:00
to my light and i actually want to
00:43:02
change this now to make it a little bit
00:43:04
colder so i'll bring it more into like a
00:43:06
blue
00:43:07
and maybe
00:43:08
bring in a little bit of saturation here
00:43:11
and just kind of bring this more into
00:43:13
the realm of something that would be
00:43:15
cold right um until we find something
00:43:17
that we kind of like there
00:43:19
and then if i hit control and l on the
00:43:21
keyboard now i have this hooked in with
00:43:23
the time of day settings so what this
00:43:25
does is it just kind of brings up a
00:43:26
little sun dial so if i hit control and
00:43:28
l you can see that now we're actually
00:43:30
getting a really nice kind of intuitive
00:43:35
way to start to move the light around
00:43:37
the scene without having to use any
00:43:38
gizmos directly here so
00:43:40
i'm just going to bring this and
00:43:41
slightly reposition the light here to
00:43:44
where we get something that's just a
00:43:45
little bit different
00:43:46
from what we had before
00:43:48
and we get some nice light shafts here
00:43:50
on the side here as well which are
00:43:52
really really nice
00:43:53
and just all of a sudden you know we've
00:43:55
kind of changed the look of this
00:43:56
environment just to be a little bit
00:43:58
colder and darker so i've already loaded
00:44:00
in like loose kind of demonstrating in
00:44:02
the last portion of the demo is that we
00:44:04
have these ice components that we just
00:44:06
dragged in using bridge and now i can
00:44:08
start to just bring these into our
00:44:10
project
00:44:11
and now we're going to get some really nice
00:44:14
kind of
00:44:15
snow and ice piled up
00:44:17
towards the the mouth of the cave here
00:44:19
so i'll just kind of move these into
00:44:21
place maybe scale them up here slightly
00:44:24
and then we get we start to layer in
00:44:27
some really nice detail uh just from
00:44:30
this snowy kind of set here and i like
00:44:32
to kind of pile these these assets up on
00:44:34
the side of the uh the cave here towards
00:44:37
the mouth and then we'll be able to
00:44:39
start to
00:44:40
rethink the the look of this cave
00:44:42
altogether here so once again i'm just
00:44:45
starting to drag in some of these guys
00:44:47
and then i also have some decals that i
00:44:49
think would look really cool here so
00:44:51
i've actually already loaded these guys
00:44:53
in and what's cool about these so i'll
00:44:55
just kind of move my camera here
00:44:56
slightly so we can see is it these
00:44:58
decals what i've done is i've just
00:45:01
loaded in a standard default mega scans
00:45:05
decal and i've brought in a different
00:45:07
kind of material here where we're
00:45:08
actually getting that windswept snow
00:45:10
that we were looking at and i've just
00:45:12
loaded that directly into
00:45:14
the actual decal here and what that does
00:45:16
is that now we're able to play with
00:45:19
these decals that would help us marry
00:45:22
some of these elements together a little
00:45:24
bit more so as i move these kind of into
00:45:26
place you can see that now
00:45:28
we're able to cover some of these
00:45:30
different portions with a more windswept
00:45:33
snow and we've got that nice
00:45:34
directionality on the surface here and
00:45:37
this will just help us especially with
00:45:38
some of these larger assets as we start
00:45:40
to place them you know up against the
00:45:42
sides of the cave and everything like
00:45:44
that
00:45:45
we're going to be able to help marry
00:45:47
some of these assets together and just
00:45:49
get a much more believable look once we
00:45:51
start to move these into place
00:45:55
all right and here's our finished look
00:45:57
guys thank you so much for tuning in to
00:45:58
this presentation i really hope you guys
00:46:00
learned something and if you have any
00:46:02
questions whatsoever with anything that
00:46:04
we've covered today
00:46:05
we're going to be hanging out taking
00:46:07
questions
00:46:08
uh and anything you guys
00:46:10
want to ask just feel free to drop into
00:46:11
the chat so thank you so much for your
00:46:13
time today and we'll catch you guys in
00:46:15
the next one thanks

Description:

메가스캔 라이브러리를 언리얼 엔진에 직접 통합하는 방법과 퀵셀 믹서를 사용하여 환경의 전체 분위기를 바꾸는 방법을 보여줍니다. 언리얼 엔진 시작하기: https://www.unrealengine.com/ko/

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