I had to do this post quickly since we are busy preparing for our beta.
Friends don’t let friends use BS workflows.
I put together a video of the bare essentials to a descent workflow for my fellow rendering engineers and to share some details on our IBL lighting technique used in game. Personally, I need simple systems that run very fast so that I can explore options and be creative with my ideas and optimizations. Also, I like knowing that the game engine and my tools are the same system so that I don’t have to prototype in one and then port to the other.
Here is an outline of those bare essentials:
- Data auto-reloading
- Data driven shaders
- Scriptable render passes
- Data – operator separation for shaders (constant whiteboard)
- Dynamic tuning UI
Video beats:
- Introduction 0 – 14
- Drag-n-drop and Box 15 – 43
- Timothy Lottes FXAA and auto-reloading 44 – 1:20
- Whiteboard constants 1:21 – 1:54
- Scriptable render passes IBL 1:55 – 2:30
- IBL Blurring 2:31 – 3:30
- IBL Sampling 3:31 – 4:29
- IBL Tuning via Dynamic Menu 4:30 – 5:30
Of course, these are just my thoughts. It would be great to hear what advancements others think will make it easier to do the fun part of our jobs or remove more of the BS.