Photogrammetry is becoming more and more popular in the CG industry. Being able to use a regular camera as a powerful 3D scanner opens an appealing way of creating realistic 3D assets. However, raw textures generated using this technique contain a lot of lighting information that should be removed. The Unity De-Lighting Tool has been developed to solve this complex problem.
摄影测量法在CG行业中越来越受欢迎。 能够将常规相机用作功能强大的3D扫描仪,为创建逼真的3D资产提供了一种吸引人的方式。 但是,使用此技术生成的原始纹理包含许多应删除的照明信息 。 已经开发了Unity De-Lighting工具来解决此复杂问题。
The De-Lighting process requires an environment map that exactly matches the lighting conditions of the captured object. Typically, an environment map should be captured during asset acquisition.
消除照明的过程需要一张与被捕获物体的照明条件完全匹配的环境图。 通常,应在资产购置期间捕获环境图。
Because the De-Lighting Tool extracts environment lighting directly from the original lit texture, there is no need to capture any extra data for de-lighting.
因为De-Lighting Tool直接从原始的照明纹理中提取环境照明,所以无需捕获任何额外的数据来进行De-lighting。
工具概述 (Tool Overview)
In addition to the original lit textures, the tool requires the following data (provided in texture maps):
除了原始照亮的纹理外,该工具还需要以下数据(纹理贴图中提供):
These texture maps can be baked in Knald, xNormal, Substance Designer or any other baking tool.
可以在Knald,xNormal,Substance Designer或任何其他烘焙工具中烘焙这些纹理贴图。
Once lighting is removed, the texture can be used as an Albedo map in a standard PBR material. The resulting asset can be correctly shaded.
移除照明后,该纹理可以用作标准PBR材料中的Albedo贴图。 生成的资产可以正确着色。
GitHub下载 (GitHub Download)
The De-Lighting Tool project and documentation can be downloaded from:
可以从以下网站下载De-Lighting Tool项目和文档:
支持与反馈 (Support and feedbacks)
News, feedback and support are available on this thread:
有关此主题的新闻,反馈和支持:
翻译自: https://blogs.unity3d.com/2017/07/07/experimental-feature-de-lighting-tool/