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Lookdev & Light Transport
Exploring the depths of lookdev & light transport. Curated articles, technical deep dives, and production insights.
physLight:物理单位驱动的标准化光影渲染架构
2026.01.30如何通过 physLight 系统将物理单位引入数字照明,以实现虚拟渲染与真实摄影之间的高度一致。
渲染引擎算法分类
2023.06.02渲染引擎算法分类
Substance Painter与Unreal之间的Lookdev设置工作
2021.10.11Substance Painter与Unreal之间的Lookdev设置工作
Houdini Solaris USD基础概念(一)
2020.01.05Houdini Solaris USD基础概念(一)
关于场景装配
2019.10.26关于场景装配
Arnold to Maya MultiSub Shader
2018.07.23Arnold to Maya MultiSub Shader
NUKE Relighting Nodes
2018.02.01NUKE Relighting Nodes
WindowBox Shader
2017.10.18WindowBox Shader
OctaneRender for Maya Bubble Shader
2017.09.08OctaneRender for Maya Bubble Shader
Arnold for maya设置per-light AOVs和per-Shadow AOVs
2016.11.17Arnold for maya设置per-light AOVs和per-Shadow AOVs
V-Ray alsurface shader
2016.09.23V-Ray alsurface shader
FStormRender初测
2016.09.06FStormRender初测
Arnold创建light passes
2016.03.23Arnold创建light passes
Arnold MatCap Shader
2015.11.24Arnold MatCap Shader
VRay PBR Shader
2015.10.24VRay PBR Shader
GGX Shader for Vray
2015.08.16GGX Shader for Vray
Vray Render Elements UV and Point Position
2015.08.12Vray Render Elements UV and Point Position
关于MAYA RenderLayer批渲报错
2015.03.23关于MAYA RenderLayer批渲报错
新流程
2014.09.22新流程