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دانلود کتاب Unreal Engine 5 Shaders and Effects Cookbook: Over 50 recipes to help you create materials and utilize advanced shading techniques, 2nd Edition

دانلود کتاب کتاب آشپزی Unreal Engine 5 Shaders and Effects: بیش از 50 دستور العمل برای کمک به شما در ایجاد مواد و استفاده از تکنیک های سایه دهی پیشرفته، ویرایش دوم

Unreal Engine 5 Shaders and Effects Cookbook: Over 50 recipes to help you create materials and utilize advanced shading techniques, 2nd Edition

مشخصات کتاب

Unreal Engine 5 Shaders and Effects Cookbook: Over 50 recipes to help you create materials and utilize advanced shading techniques, 2nd Edition

ویرایش: [2 ed.] 
نویسندگان:   
سری:  
ISBN (شابک) : 1837633088, 9781837633081 
ناشر: Packt Publishing 
سال نشر: 2023 
تعداد صفحات: 402 
زبان: English 
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) 
حجم فایل: 42 Mb 

قیمت کتاب (تومان) : 37,000



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در صورت تبدیل فایل کتاب Unreal Engine 5 Shaders and Effects Cookbook: Over 50 recipes to help you create materials and utilize advanced shading techniques, 2nd Edition به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.

توجه داشته باشید کتاب کتاب آشپزی Unreal Engine 5 Shaders and Effects: بیش از 50 دستور العمل برای کمک به شما در ایجاد مواد و استفاده از تکنیک های سایه دهی پیشرفته، ویرایش دوم نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.


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فهرست مطالب

Cover
Title Page
Copyright and Credits
Foreword
Contributors
Table of Contents
Preface
Chapter 1: Understanding Physically Based Rendering
	Technical requirements
	Setting up a studio scene
		Getting ready
		How to do it…
		How it works…
		See also
	Working inside the Material Editor
		Getting ready
		How to do it…
		How it works…
		See also
	Creating our first physically based material
		Getting ready
		How to do it…
		How it works…
		See also
	Visualizing a simple glass
		Getting ready
		How to do it…
		How it works…
	Using IBL and Lumen to light our scenes
		Getting ready
		How to do it…
		How it works…
		See also
	Using static lighting in our projects
		Getting ready
		How to do it…
		How it works…
		See also
	Checking the cost of our materials
		Getting ready
		How to do it…
		How it works…
		See also
Chapter 2: Customizing Opaque Materials and Using Textures
	Technical requirements
	Using masks within a material
		Getting ready
		How to do it…
		How it works…
		See also
	Instancing a material
		Getting ready
		How to do it…
		How it works…
		There’s more…
		See also
	Texturing a small prop
		Getting ready
		How to do it…
		How it works…
		See also
	Adding Fresnel and Detail Texturing nodes
		Getting ready
		How to do it…
		How it works…
		See also
	Creating semi-procedural materials
		Getting ready
		How to do it…
		How it works…
		See also
	Blending textures based on our distance from them
		Getting ready
		How to do it…
		How it works…
		See also
Chapter 3: Making Translucent Objects
	Technical requirements
	Creating a translucent glass
		Getting ready
		How to do it…
		How it works…
		See also
	Displaying holograms
		Getting ready
		How to do it…
		How it works…
		See also
	Working with subsurface scattering
		Getting ready
		How to do it…
		How it works…
		See also
	Using refraction in a body of water
		Getting ready
		How to do it…
		How it works…
		See also
	Faking caustics with a Light Function
		Getting ready
		How to do it…
		How it works…
		See also
	Animating a sea shader
		Getting ready
		How to do it…
		How it works…
		See also
Chapter 4: Playing with Nanite, Lumen, and Other UE5 Goodies
	Technical requirements
	Taking advantage of Nanite and Quixel Megascans assets
		Getting ready
		How to do it…
		How it works…
		See also
	Using software and hardware ray tracing
		Getting ready
		How to do it…
		How it works…
		See also
	Revisiting screen-space and planar reflections
		Getting ready
		How to do it…
		How it works…
		See also
	Creating an arch viz scene with realistic-looking glass and virtual textures
		Getting ready
		How to do it…
		How it works…
		See also
	Varnishing wood through the Clear Coat Shading Model
		Getting ready
		How to do it…
		How it works…
		See also
Chapter 5: Working with Advanced Material Techniques
	Technical requirements
	Using vertex colors to adjust the appearance of a material
		Getting ready
		How to do it…
		How it works…
		See also
	Adding decals to our scenes
		Getting ready
		How to do it…
		How it works…
		See also
	Creating a brick wall using Parallax Occlusion Mapping
		Getting ready
		How to do it…
		How it works…
		See also
	Taking advantage of mesh distance fields in our materials
		Getting ready
		How to do it…
		How it works…
		See also
	Lighting the scene with emissive materials
		Getting ready
		How to do it…
		How it works…
		See also
	Orienting ourselves with a logic-driven compass
		Getting ready
		How to do it…
		How it works…
		See also
	Driving the appearance of a minimap through Blueprint logic
		Getting ready
		How to do it…
		How it works…
		See also
Chapter 6: Optimizing Materials for Mobile Platforms
	Technical requirements
	Increasing performance through customized UVs
		Getting ready
		How to do it…
		How it works…
		See also
	Creating materials for mobile platforms
		Getting ready
		How to do it…
		How it works…
		See also
	Using the forward shading renderer for VR
		Getting ready
		How to do it…
		How it works…
		See also
	Optimizing materials through texture atlases
		Getting ready
		How to do it…
		How it works…
		See also
	Baking a complex material into a simpler texture
		Getting ready
		How to do it…
		How it works…
		See also
	Combining multiple meshes with the HLOD tool
		Getting ready
		How to do it…
		How it works…
		See also
	Applying general material optimization techniques
		Getting ready
		How to do it
		How it works…
		See also
Chapter 7: Exploring Some More Useful Nodes
	Technical requirements
	Adding randomness to identical models
		Getting ready
		How to do it…
		How it works…
		See also
	Adding dirt to occluded areas
		Getting ready
		How to do it…
		How it works…
		See also
	Matching texture coordinates across different models
		Getting ready
		How to do it…
		How it works…
		See also
	Using interior cubemaps to texture the interior of a building
		Getting ready
		How to do it…
		How it works…
	Using fully procedural noise patterns
		Getting ready
		How to do it…
		How it works…
		See also
	Adding detail with Detail Texturing
		Getting ready
		How to do it…
		How it works…
		See also
Chapter 8: Going Beyond Traditional Materials
	Technical requirements
	Playing a video on an in-game TV
		Getting ready
		How to do it…
		How it works…
		See also
	Capturing the scene through a CCTV camera
		Getting ready
		How to do it…
		How it works…
		See also
	Highlighting interactive elements
		Getting ready
		How to do it…
		How it works…
		See also
	Creating snow on top of objects using layered materials
		Getting ready
		How to do it…
		How it works…
		See also
	Changing a sunny scene to a snowy one with a parameter collection asset
		Getting ready
		How to do it…
		How it works…
		See also
	Moving between seasons using curve atlases
		Getting ready
		How to do it…
		How it works…
		See also
	Blending landscape materials
		Getting ready
		How to do it…
		How it works...
		See also
Chapter 9: Adding Post-Processing Effects
	Technical requirements
	Using a Post Process Volume
		Getting ready
		How to do it…
		How it works…
		There’s more…
	Changing the mood of a scene through color grading
		Getting ready
		How to do it…
		How it works…
		See also
	Creating a horror movie feeling using post process materials
		Getting ready
		How to do it…
		How it works…
		See also
	Working with a cinematic camera
		Getting ready
		How to do it…
		How it works…
		See also
	Rendering realistic shots with Sequencer
		Getting ready
		How to do it…
		How it works…
		See also
	Creating a cartoon shader effect
		Getting ready
		How to do it…
		How it works…
		See also
	Summary
Index
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