Capturing real-world materials for real-time development
summary
Workflow produces usable base color, smoothness and normal maps from eight lighting positions and 18 shots, using DSLR with 50mm and polarizer, a chrome ball, flash on a tripod, Photoshop and photometric‑stereo software, then imports into Unity HDRP via a Unity HDRP mask map. Results work for leather, fabrics, plastics and non‑reflective metals and fail on highly reflective or transparent surfaces. Tiling is handled with a Unity tiling tool ($8 asset); outcome: a library of 120+ materials.
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chapters (12)
- 0:00Intro
- 1:25Create realistic looking materials in Unity using photometric stereo processing
- 2:31THE MANUAL PART
- 4:05SETTING UP THE ROOM
- 5:02POLARIZER SET UP
- 8:31FLASH AND CAMERA SETTINGS
- 9:43CAPTURE
- 11:03COLOR CORRECTION
- 13:19AVERAGE ALBEDO AND SMOOTHNESS
- 16:27STEP TEXTURE TILING
- 22:34INTEGRATING WITH UNITY
- 24:20QUESTIONS?
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