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Computing MIP Levels From Specular Power/Roughness To compute MIP level from specular power/roughness you need to have the number of MIP levels in the cube map available in your shader. If you are developing in HLSL then you can get hold of it using GetDimensions() and if you are using GLSL then you can use textureQueryLevels(). If you are developing in a shader language where you do not have acce
Updated 10/9/04 SIGGRAPH Course Paul Debevec, Dan Lemmon, and colleagues taught a half-day course on Image-Based Lighting at SIGGRAPH 2001 and 2003. The web page (with the final notes) for the course is here. The course covered both the theory and practice of using light probe images to illuminate computer-generated objects. At this course we announced the release of HDR Shop, a tool for processin
Hyperfocal Design have been developing technically accurate HDRI sky maps and sky textures for computer graphics professionals since 2002. Hyperfocal offers un-clamped HDR skies, photographed with thick neutral density filters to accurately capture the sun, and give artists a true 1-step, HDR only lighting workflow, complete with bright highlights and sharp shadows. This is why companies as divers
This HD female head scan was produced using our dedicated 120 camera head scanning rig. The model has been cleaned and post processed to a profes..
Each thumbnail links directly to an archived sIBL-set. Watch out, these are big downloads. Click to download, then expand the zip achive as a folder and place the folder in your sIBL-Collection. Starter's sIBL-Collection Including 4 sets: apartment, empty room, backlot, office-eden Update Pack Already collected the sets as they came out monthly? No need to download all 1.4 GB again. Just grab this
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