์‹ค์‹œ๊ฐ„ ๋ Œ๋”๋ง ํ™˜๊ฒฝ์—์„œ ๋ณต์žกํ•œ ์กฐ๋ช… ๊ธฐ๊ตฌ๊ฐ€ ๋งŒ๋“œ๋Š” ๊ทธ๋ฆผ์ž๋ฅผ ๋ฏธ๋ฆฌ ํ…์Šค์ฒ˜๋กœ ๋ฒ ์ดํ‚นํ•˜์—ฌ ์‚ฌ์šฉํ•˜๋Š” ์ตœ์ ํ™” ๊ธฐ๋ฒ•์ž…๋‹ˆ๋‹ค. ์ƒน๋“ค๋ฆฌ์—๋‚˜ ์žฅ์‹ ์กฐ๋ช…์ฒ˜๋Ÿผย ๊ธฐํ•˜ํ•™์ ์œผ๋กœ ๋ณต์žกํ•œ ์กฐ๋ช… ๊ธฐ๊ตฌ์˜ ๊ทธ๋ฆผ์ž๋ฅผ ์‹ค์‹œ๊ฐ„์œผ๋กœ ๊ณ„์‚ฐํ•˜๋Š” ๊ฒƒ์€ ํผํฌ๋จผ์Šค์— ํฐ ๋ถ€๋‹ด์ด ๋˜๋Š”๋ฐ, ์‰๋„์šฐ ํ…์Šค์ณ๋ฅผ ํ™œ์šฉํ•˜๋ฉด ์ด๋Ÿฌํ•œ ์—ฐ์‚ฐ ๋น„์šฉ์„ ํฌ๊ฒŒ ์ค„์ด๋ฉด์„œ๋„ ์ž์—ฐ์Šค๋Ÿฌ์šด ๋ผ์ดํŒ… ํšจ๊ณผ๋ฅผ ๊ตฌํ˜„ํ•  ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค.

์ด ๊ธฐ๋ฒ•์€ย ์˜คํ”„๋ผ์ธ ๋ Œ๋”๋Ÿฌ(Blender Cycles, Arnold ๋“ฑ)๋กœ ์‰๋„์šฐ ๋งต์„ ์ƒ์„ฑํ•œ ๋’ค, ์ด๋ฅผ Unreal Engine์˜ Light Function์— ์ ์šฉํ•˜๋Š” ๋ฐฉ์‹์œผ๋กœ ๋™์ž‘ํ•ฉ๋‹ˆ๋‹ค. ํŠนํžˆ ํฌ์ธํŠธ ๋ผ์ดํŠธ ํ˜•ํƒœ์˜ ์กฐ๋ช…์—์„œ ํšจ๊ณผ์ ์ด๋ฉฐ, ๊ฒŒ์ž„ ํ™˜๊ฒฝ๋ฟ๋งŒ ์•„๋‹ˆ๋ผ ๊ฑด์ถ• ์‹œ๊ฐํ™”๋‚˜ ์˜์ƒ ์ œ์ž‘์—์„œ๋„ ๋„๋ฆฌ ์‚ฌ์šฉ๋ฉ๋‹ˆ๋‹ค.

ํ•œ๊ณ„์ 

  • ์ด ๊ธฐ๋ฒ•์€ย ์ •์ ์ธ ์กฐ๋ช…์—๋งŒ ์ ํ•ฉํ•ฉ๋‹ˆ๋‹ค
  • ์กฐ๋ช…์ด ์›€์ง์ด๊ฑฐ๋‚˜ ํšŒ์ „ํ•˜๋ฉด ๊ทธ๋ฆผ์ž๋„ ํ•จ๊ป˜ ์—…๋ฐ์ดํŠธ๋˜์ง€ ์•Š์Šต๋‹ˆ๋‹ค
  • ๋™์  ์˜ค๋ธŒ์ ํŠธ๋Š” ๋ฒ ์ดํฌ๋œ ๊ทธ๋ฆผ์ž์™€ ์ƒํ˜ธ์ž‘์šฉํ•  ์ˆ˜ ์—†์Šต๋‹ˆ๋‹ค

๊ธฐ๋ณธ ์›Œํฌํ”Œ๋กœ์šฐ

Unreal Engine์—์„œ ์‚ฌ์šฉํ•  ๊ทธ๋ฆผ์ž ํ…์Šค์ฒ˜๋ฅผ ์ œ์ž‘ํ•˜๋Š” ์ „์ฒด ๊ณผ์ •์€ ๋‹ค์Œ๊ณผ ๊ฐ™์Šต๋‹ˆ๋‹ค.

1๏ธโƒฃ ์ค€๋น„ ๋‹จ๊ณ„

  • Unreal Engine์—์„œ ์กฐ๋ช… ๊ธฐ๊ตฌ ์˜ค๋ธŒ์ ํŠธ๋ฅผย FBX ํ˜•์‹์œผ๋กœ ์ต์ŠคํฌํŠธํ•ฉ๋‹ˆ๋‹ค.
  • ์กฐ๋ช… ๊ธฐ๊ตฌ์˜ ์Šค์ผ€์ผ๊ณผ ์œ„์น˜ ์ •๋ณด๋ฅผ ๊ธฐ๋กํ•ด๋‘๋ฉด ๋‚˜์ค‘์— ์ •ํ™•ํ•œ ๋งค์นญ์ด ๊ฐ€๋Šฅํ•ฉ๋‹ˆ๋‹ค.

2๏ธโƒฃ DCC ํˆด ์„ธํŒ…

  • DCC ํˆด(Blender ๋˜๋Š” Maya)์—์„œ ์ต์ŠคํฌํŠธํ•œ FBX๋ฅผ ์ž„ํฌํŠธํ•ฉ๋‹ˆ๋‹ค.
  • ๊ทธ๋ฆผ์ž๋ฅผ ๋ฐ›์„ย ํ‰๋ฉด ์˜ค๋ธŒ์ ํŠธ(Shadow Catcher)๋ฅผ ๋ฐฐ์น˜ํ•ฉ๋‹ˆ๋‹ค.
  • ์ด ํ‰๋ฉด์€ ๊ทธ๋ฆผ์ž๋งŒ ์บก์ฒ˜ํ•˜๊ณ  ์ž์ฒด์ ์œผ๋กœ๋Š” ๋ Œ๋”๋ง๋˜์ง€ ์•Š๋„๋ก ์„ค์ •ํ•ฉ๋‹ˆ๋‹ค.

3๏ธโƒฃ ์กฐ๋ช… ๋ฐ ์นด๋ฉ”๋ผ ๋ฐฐ์น˜

  • ์กฐ๋ช… ๊ธฐ๊ตฌ์˜ ์ค‘์‹ฌ์ ์—ย ํฌ์ธํŠธ ๋ผ์ดํŠธ๋ฅผ ๋ฐฐ์น˜ํ•ฉ๋‹ˆ๋‹ค.
  • ๊ฐ™์€ ์œ„์น˜์—ย ์นด๋ฉ”๋ผ๋ฅผ ๋ฐฐ์น˜ํ•ฉ๋‹ˆ๋‹ค.
  • ์ด ์นด๋ฉ”๋ผ๋Š” 360๋„ ์ „๋ฐฉํ–ฅ ๊ทธ๋ฆผ์ž๋ฅผ ์บก์ฒ˜ํ•˜๊ธฐ ์œ„ํ•ด ํŒŒ๋…ธ๋ผ๋งˆ ํƒ€์ž…์œผ๋กœ ์„ค์ •๋ฉ๋‹ˆ๋‹ค.

4๏ธโƒฃ ๋ Œ๋”๋ง

  • ์˜คํ”„๋ผ์ธ ๋ Œ๋”๋Ÿฌ(Blender Cycles, Arnold ๋“ฑ)๋ฅผ ์‚ฌ์šฉํ•˜์—ฌย ์‰๋„์šฐ ํ…์Šค์ณ๋ฅผ ๋ Œ๋”๋งํ•ฉ๋‹ˆ๋‹ค.
  • ๋ฐฐ๊ฒฝ์€ ํˆฌ๋ช…ํ•˜๊ฒŒ, ๊ทธ๋ฆผ์ž๋งŒ ๋ Œ๋”๋ง๋˜๋„๋ก ์„ค์ •ํ•ฉ๋‹ˆ๋‹ค.

5๏ธโƒฃ ํ›„์ฒ˜๋ฆฌ ๋ฐ ์ž„ํฌํŠธ

  • ์™„์„ฑ๋œ ํ…์Šค์ฒ˜๋ฅผย PNG ๋˜๋Š” TGA ํฌ๋งท์œผ๋กœ ์ €์žฅํ•ฉ๋‹ˆ๋‹ค.
  • Unreal Engine์œผ๋กœ ์ž„ํฌํŠธ ํ›„ ํ…์Šค์ฒ˜ ์„ค์ •์—์„œย โ€˜Compress Without Alphaโ€™ ์˜ต์…˜์„ ๋น„ํ™œ์„ฑํ™”ํ•ฉ๋‹ˆ๋‹ค.

6๏ธโƒฃ Unreal Engine ์ ์šฉ

  • Material Domain์„ย โ€˜Light Functionโ€™์œผ๋กœ ์„ค์ •ํ•œ ๋จธํ‹ฐ๋ฆฌ์–ผ์„ ์ƒ์„ฑํ•ฉ๋‹ˆ๋‹ค.
  • ๋ฒ ์ดํฌ๋œ Shadow Map ํ…์Šค์ฒ˜๋ฅผ ์—ฐ๊ฒฐํ•˜๊ณ , ํฌ์ธํŠธ ๋ผ์ดํŠธ์˜ Light Function์— ํ• ๋‹นํ•ฉ๋‹ˆ๋‹ค.

Light Function Material ์„ค์ •

Unreal Engine์—์„œ Light Fuction์œผ๋กœ ์‚ฌ์šฉํ•˜๋ ค๋ฉด

  1. ์ƒˆ Material์„ ์ƒ์„ฑํ•ฉ๋‹ˆ๋‹ค
  2. Material Domain์„ โ€˜Light Functionโ€™์œผ๋กœ ์„ค์ •ํ•ฉ๋‹ˆ๋‹ค
  3. Shadow Map ํ…์Šค์ฒ˜๋ฅผ Texture Sample ๋…ธ๋“œ๋กœ ๋ถˆ๋Ÿฌ์˜ต๋‹ˆ๋‹ค
  4. Spherical UV ๋งตํ•‘์„ ์œ„ํ•ด โ€˜LightVectorโ€™ ๋…ธ๋“œ๋ฅผ ์‚ฌ์šฉํ•˜์—ฌ UV๋ฅผ ์ƒ์„ฑํ•ฉ๋‹ˆ๋‹ค
  5. ๊ฒฐ๊ณผ๋ฅผ Emissive Color์— ์—ฐ๊ฒฐํ•ฉ๋‹ˆ๋‹ค

Blender์—์„œ ์ž‘์—…ํ•˜๊ธฐ

Blender์˜ Cycles ๋ Œ๋”๋Ÿฌ๋Š” ๋ฌด๋ฃŒ ์˜คํ”ˆ์†Œ์Šค์ด๋ฉด์„œ๋„ Arnold์™€ ์œ ์‚ฌํ•œ ํ’ˆ์งˆ์˜ ๊ทธ๋ฆผ์ž ๋งต์„ ์ œ์ž‘ํ•  ์ˆ˜ ์žˆ์–ด, ํŒŒ์ดํ”„๋ผ์ธ ๊ตฌ์ถ•์ด ์šฉ์ดํ•ฉ๋‹ˆ๋‹ค. ๋‹ค์Œ์€ Blender๋ฅผ ํ™œ์šฉํ•œ ์›Œํฌํ”Œ๋กœ์šฐ์ž…๋‹ˆ๋‹ค.

1๋‹จ๊ณ„: ํ”„๋กœ์ ํŠธ ์„ธํŒ…

  • New Scene์„ ์ƒ์„ฑํ•˜๊ณ  ๊ธฐ๋ณธ ์˜ค๋ธŒ์ ํŠธ๋“ค์„ ์‚ญ์ œํ•ฉ๋‹ˆ๋‹ค.
  • Render Properties์—์„œย Render Engine์„ โ€˜Cyclesโ€™๋กœ ์„ค์ •ํ•ฉ๋‹ˆ๋‹ค.
    • Cycles๋Š” ๋ฌผ๋ฆฌ ๊ธฐ๋ฐ˜ ๋ Œ๋”๋Ÿฌ๋กœ, ์‚ฌ์‹ค์ ์ธ ๊ทธ๋ฆผ์ž ํ‘œํ˜„์— ์ ํ•ฉํ•ฉ๋‹ˆ๋‹ค.
  • Output Properties์—์„œย Resolution์„ 2:1 ๋น„์œจ๋กœ ์„ค์ •ํ•ฉ๋‹ˆ๋‹ค.
    • ์ด ๋น„์œจ์€ Equirectangular ํˆฌ์˜์— ํ•„์š”ํ•œ ํ‘œ์ค€ ๋น„์œจ์ž…๋‹ˆ๋‹ค.

2๋‹จ๊ณ„: ์นด๋ฉ”๋ผ, ๋ผ์ดํŠธ ๊ธฐ๋ณธ ์„ธํŒ…

ํ…Œ์ŠคํŠธ๋ฅผ ์œ„ํ•œ ๊ธฐ๋ณธ ์”ฌ ํŒŒ์ผ์„ ๋‹ค์šด๋กœ๋“œํ•  ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค: ShadowBaker.fbx - Google Drive

๋‹ค์šด๋กœ๋“œํ•œ FBX๋ฅผ ์ž„ํฌํŠธํ•˜๊ณ  ๋‹ค์Œ ์˜ค๋ธŒ์ ํŠธ๋“ค์„ ๋ฐฐ์น˜ํ•ฉ๋‹ˆ๋‹ค.

  • Camera: ๊ทธ๋ฆผ์ž๋ฅผ 360๋„๋กœ ์บก์ฒ˜ํ•  ์นด๋ฉ”๋ผ
  • Light: ์กฐ๋ช… ๊ธฐ๊ตฌ์˜ ๊ด‘์› ์—ญํ• 
  • BGSphere: Shadow Catcher ์—ญํ• ์„ ํ•˜๋Š” ๊ตฌ์ฒด
  • Light Mesh: ์‹ค์ œ ์กฐ๋ช… ๊ธฐ๊ตฌ ๋ฉ”์‰ฌ

โœ… ๊ทธ๋ฆผ์ž๊ฐ€ ์™œ๊ณก๋˜์ง€ ์•Š๊ฒŒ ์นด๋ฉ”๋ผ๋Š” ์ˆ˜ํ‰์œผ๋กœ ์„ค์น˜๋ผ์žˆ์–ด์•ผ ํ•ฉ๋‹ˆ๋‹ค. (๐ŸŒWorld Positon RX:90 / RY:0 / RZ:0 ์œผ๋กœ ๋งž์ถฐ์ฃผ์„ธ์š”.)

Light ์„ค์ •

  • Power:ย 1000W ์ด์ƒ
    • ์‹ค์ œ ์กฐ๋ช…์˜ ๋ฐ๊ธฐ์— ๋งž์ถฐ ์กฐ์ •ํ•˜์„ธ์š”.
    • ๋„ˆ๋ฌด ๋‚ฎ์œผ๋ฉด ๊ทธ๋ฆผ์ž๊ฐ€ ํ๋ฆฟํ•˜๊ฒŒ ๋‚˜์˜ต๋‹ˆ๋‹ค.
  • Radius:ย 0.01m ์ด์ƒ
    • Radius๊ฐ€ ์ž‘์„์ˆ˜๋กย **Sharp Shadow(Hard Shadow)**๊ฐ€ ์ƒ์„ฑ๋ฉ๋‹ˆ๋‹ค.
  • Max Bounces:ย 1-4ย ์ •๋„๋กœ ์„ค์ •
    • โš ๏ธ ๋†’์„์ˆ˜๋ก ๋ Œ๋” ์‹œ๊ฐ„์ด ๊ธธ์–ด์ง€์ง€๋งŒ, ๊ทธ๋ฆผ์ž๋งŒ ๋ Œ๋”๋งํ•˜๋ฏ€๋กœ ๋‚ฎ์€ ๊ฐ’๋„ ์ถฉ๋ถ„ํ•ฉ๋‹ˆ๋‹ค.

Camera ์„ค์ •

  • Camera Type:ย Panoramic
  • Panorama Type:ย Equirectangular
    • ์ด ์„ค์ •์€ 360๋„ ์ „๋ฐฉํ–ฅ ํˆฌ์˜์„ ๊ฐ€๋Šฅํ•˜๊ฒŒ ํ•ฉ๋‹ˆ๋‹ค.

3๋‹จ๊ณ„: ๊ทธ๋ฆผ์ž ์บก์ฒ˜ ์„ค์ •

์ด ๋‹จ๊ณ„์—์„œ๋Š”ย ์กฐ๋ช… ๋ฉ”์‰ฌ๋Š” ๋ณด์ด์ง€ ์•Š์ง€๋งŒ ๊ทธ๋ฆผ์ž๋Š” ์ƒ์„ฑ๋˜๋„๋ก ์„ค์ •ํ•ฉ๋‹ˆ๋‹ค.

Light Mesh ์„ค์ • Light Mesh๋ฅผ ์„ ํƒํ•˜๊ณ  Shader Editor๋ฅผ ์—ฝ๋‹ˆ๋‹ค (โŒจ๏ธ๋‹จ์ถ•ํ‚ค: Shift + F3) ์•„๋ž˜ ์ด๋ฏธ์ง€์ฒ˜๋Ÿผย Light Path ๋…ธ๋“œ์˜ โ€˜Is Camera Rayโ€™ ์ถœ๋ ฅ์„ Mix Shader์˜ Factor์— ์—ฐ๊ฒฐํ•ฉ๋‹ˆ๋‹ค:

์ด ๋…ธ๋“œ ๊ตฌ์„ฑ์˜ ์˜๋ฏธ:

  • Is Camera Ray๊ฐ€ True(1)์ผ ๋•Œ: Transparent BSDF ์‚ฌ์šฉ โ†’ ์นด๋ฉ”๋ผ์—๋Š” ์•ˆ ๋ณด์ž„
  • Is Camera Ray๊ฐ€ False(0)์ผ ๋•Œ: Principled BSDF ์‚ฌ์šฉ โ†’ ๊ทธ๋ฆผ์ž ์ƒ์„ฑ

๊ฒฐ๊ณผ์ ์œผ๋กœย Rendered View์—์„œ๋งŒ ๋ฉ”์‰ฌ๊ฐ€ ์‚ฌ๋ผ์ง€๊ณ , Shading, Material Preview, Wireframe ๋ชจ๋“œ์—์„œ๋Š” ์ •์ƒ์ ์œผ๋กœ ๋ณด์ž…๋‹ˆ๋‹ค.


BGSphere ์„ค์ •

BGSphere ์˜ค๋ธŒ์ ํŠธ๋ฅผ ์„ ํƒํ•ฉ๋‹ˆ๋‹ค Object Properties โ†’ Visibility โ†’ Ray Visibility์—์„œย Shadow Catcher๋ฅผ ํ™œ์„ฑํ™”ํ•ฉ๋‹ˆ๋‹ค

Shadow Catcher๋Š”ย ๊ทธ๋ฆผ์ž๋งŒ ๋ฐ›๊ณ  ์ž์ฒด์ ์œผ๋กœ๋Š” ๋ Œ๋”๋ง๋˜์ง€ ์•Š๋Š”ย Blender์˜ ํŠน์ˆ˜ ๊ธฐ๋Šฅ์ž…๋‹ˆ๋‹ค. ์ด๋ฅผ ํ†ตํ•ด ๋ฐฐ๊ฒฝ ์—†์ด ์ˆœ์ˆ˜ํ•œ ๊ทธ๋ฆผ์ž๋งŒ ์ถ”์ถœํ•  ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค.


Render ์„ค์ •

  1. Render Properties > Film์—์„œย Transparent๋ฅผ ์ฒดํฌํ•ฉ๋‹ˆ๋‹ค
  • ๋ฐฐ๊ฒฝ์ด ํˆฌ๋ช…ํ•˜๊ฒŒ ๋ Œ๋”๋ง๋˜์–ด ์•ŒํŒŒ ์ฑ„๋„์ด ์ƒ์„ฑ๋ฉ๋‹ˆ๋‹ค
  1. F12๋ฅผ ๋ˆŒ๋Ÿฌ ๋ Œ๋”๋ง์„ ์‹คํ–‰ํ•ฉ๋‹ˆ๋‹ค.

๋ Œ๋”๋ง ๊ฒฐ๊ณผ๋Š” ๋‹ค์Œ๊ณผ ๊ฐ™์Šต๋‹ˆ๋‹ค.

ํ›„์ฒ˜๋ฆฌ

๋ Œ๋”๋ง๋œ ์ด๋ฏธ์ง€๋ฅผย PNG ํฌ๋งท์œผ๋กœ ์ €์žฅํ•œ ๋’ค, ํฌํ† ์ƒต์ด๋‚˜ GIMP ๊ฐ™์€ ์ด๋ฏธ์ง€ ํŽธ์ง‘ ํˆด์—์„œ:

  1. ์ƒˆ ๋ ˆ์ด์–ด์—ย ํฐ์ƒ‰ ๋ฐฐ๊ฒฝ์„ ์ถ”๊ฐ€ํ•ฉ๋‹ˆ๋‹ค
  2. ๊ทธ๋ฆผ์ž ๋ ˆ์ด์–ด๋ฅผ ์œ„์— ๋ฐฐ์น˜ํ•ฉ๋‹ˆ๋‹ค
  3. ์ตœ์ข… ์ด๋ฏธ์ง€๋ฅผ ์ €์žฅํ•ฉ๋‹ˆ๋‹ค

์—ฌ๊ธฐ๊นŒ์ง€ ํ•˜๋ฉดย Unreal Engine์˜ Light Function์— ์‚ฌ์šฉํ•  ์ˆ˜ ์žˆ๋Š” Shadow Map ํ…์Šค์ฒ˜๊ฐ€ ์™„์„ฑ๋˜์—ˆ์Šต๋‹ˆ๋‹ค.

๐Ÿ’กํŒ. ๊ทธ๋ฆผ์ž ๋†๋„ ์กฐ์ ˆ

๋ Œ๋”ํ–ˆ์„๋•Œ ๊ทธ๋ฆผ์ž๊ฐ€ ๋„ˆ๋ฌด ์—ฐํ•˜๊ฒŒ ๋‚˜์˜ค๋ฉด BGSphere ์˜ค๋ธŒ์ ํŠธ์˜ ์ปฌ๋Ÿฌ๋ฅผ ๋ธ”๋ž™์— ๊ฐ€๊นŒ์šด ์ƒ‰์œผ๋กœ ์‚ฌ์šฉํ•ด๋ณด์„ธ์š”. ๋˜๋Š” Light์˜ Power๋ฅผ ๋†’์ด์„ธ์š”

HDR ํฌ๋งท ํ™œ์šฉ

HDR ํฌ๋งท(EXR)์œผ๋กœ ์ต์ŠคํฌํŠธํ•˜๋ฉด ๋” ๋„“์€ ๋ช…์•” ๋ฒ”์œ„๋ฅผ ํ‘œํ˜„ํ•  ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค. Blender์—์„œ File Format์„ โ€˜OpenEXRโ€™๋กœ ์„ค์ •ํ•˜๊ณ , Unreal Engine์—์„œ๋Š”ย ์••์ถ• ์„ค์ •์„ โ€˜HDR Compressedโ€™๋กœย ๋ณ€๊ฒฝํ•ด์•ผ ํ•ฉ๋‹ˆ๋‹ค. ๋‹จ, ํŒŒ์ผ ํฌ๊ธฐ๊ฐ€ ์ปค์ง€๋ฏ€๋กœ ๊ผญ ํ•„์š”ํ•œ ๊ฒฝ์šฐ์—๋งŒ ์‚ฌ์šฉํ•˜์„ธ์š”.


๋ฌธ์ œ ํ•ด๊ฒฐ

๋’ท๋ฉด ๋น›์ด ์ƒˆ๋Š” ํ˜„์ƒ

๋ฒ ์ดํฌ๋œ Shadow Map์„ Unreal Engine์˜ Light Function์— ์ ์šฉํ–ˆ์„ ๋•Œ,ย ์กฐ๋ช… ๋ฐ˜๋Œ€ํŽธ์— ๊ฐ€๋А๋‹ค๋ž€ ์„ ์ด ์ƒˆ์–ด๋‚˜์˜ค๋Š” ํ˜„์ƒ์ด ๋ฐœ์ƒํ•  ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค.

์›์ธ

์ด ํ˜„์ƒ์€ ๋‘ ๊ฐ€์ง€ ์ด์œ ๋กœ ๋ฐœ์ƒ๋˜๋Š” ๊ฑธ๋กœ ์ถ”์ธก๋ฉ๋‹ˆ๋‹ค.

  1. Mipmap ์ƒ์„ฑ ๊ณผ์ •์—์„œ ๊ฒฝ๊ณ„ ํ”ฝ์…€์ด ๋ธ”๋ Œ๋”ฉ๋˜๋Š” ๋ฌธ์ œ
    • Mipmap์€ ํ…์Šค์ฒ˜ ์ตœ์ ํ™”๋ฅผ ์œ„ํ•ด ์—ฌ๋Ÿฌ ํ•ด์ƒ๋„ ๋ฒ„์ „์„ ์ž๋™ ์ƒ์„ฑํ•˜๋Š”๋ฐ, ์ด ๊ณผ์ •์—์„œ 0๋„์™€ 360๋„ ๊ฒฝ๊ณ„์˜ ํ”ฝ์…€์ด ํ˜ผํ•ฉ๋ฉ๋‹ˆ๋‹ค
  2. UV ์ขŒํ‘œ ์ƒ˜ํ”Œ๋ง ์‹œ Wrapping ๋ฌธ์ œ
    • ํ…์Šค์ฒ˜ ์ขŒํ‘œ๊ฐ€ 0-1 ๋ฒ”์œ„๋ฅผ ์•ฝ๊ฐ„ ๋ฒ—์–ด๋‚  ๋•Œ ๋ฐ˜๋Œ€ํŽธ ํ”ฝ์…€์„ ์ƒ˜ํ”Œ๋งํ•˜๊ฒŒ ๋ฉ๋‹ˆ๋‹ค

ํ•ด๊ฒฐ ๋ฐฉ๋ฒ•

Unreal Engine์—์„œ Shadow Map ํ…์Šค์ฒ˜์˜ ์„ค์ •์„ ๋‹ค์Œ๊ณผ ๊ฐ™์ด ๋ณ€๊ฒฝํ•˜์„ธ์š”.

๋ฐฉ๋ฒ• 1: Mipmap ๋น„ํ™œ์„ฑํ™”

  • Texture Editor๋ฅผ ์—ฝ๋‹ˆ๋‹ค.
  • Mip Gen Settings๋ฅผ โ€˜NoMipmapsโ€™๋กœ ๋ณ€๊ฒฝํ•ฉ๋‹ˆ๋‹ค
  • ํ…์Šค์ฒ˜๋ฅผ ์ €์žฅํ•˜๊ณ  ๋‹ค์‹œ ์ปดํŒŒ์ผํ•ฉ๋‹ˆ๋‹ค

๋ฐฉ๋ฒ• 2: Tiling ๋ฐฉ์‹ ๋ณ€๊ฒฝ

  • Texture Editor์—์„œ Advanced ์„น์…˜์„ ํ™•์žฅํ•ฉ๋‹ˆ๋‹ค
  • Address X, Address Y๋ฅผ โ€˜Clampโ€™๋กœ ์„ค์ •ํ•ฉ๋‹ˆ๋‹ค
  • Clamp ๋ชจ๋“œ๋Š” UV ๋ฒ”์œ„๋ฅผ ๋ฒ—์–ด๋‚˜๋ฉด ๊ฐ€์žฅ์ž๋ฆฌ ํ”ฝ์…€์„ ๋ฐ˜๋ณตํ•ฉ๋‹ˆ๋‹ค

์ผ๋ฐ˜์ ์œผ๋กœย ๋ฐฉ๋ฒ• 1์ด ๋” ํ™•์‹คํ•œ ํ•ด๊ฒฐ์ฑ…์ด๋ฉฐ, Shadow Map์€ ์›๊ฑฐ๋ฆฌ์—์„œ ์‚ฌ์šฉ๋˜์ง€ ์•Š์œผ๋ฏ€๋กœ Mipmap์ด ์—†์–ด๋„ ํผํฌ๋จผ์Šค์— ํฐ ์˜ํ–ฅ์„ ์ฃผ์ง€ ์•Š์Šต๋‹ˆ๋‹ค.


์ตœ์ ํ™”

ํ…์Šค์ฒ˜ ํ•ด์ƒ๋„

  • ์กฐ๋ช… ๊ธฐ๊ตฌ์˜ ๋ณต์žก๋„์™€ ์‚ฌ์šฉ ๊ฑฐ๋ฆฌ๋ฅผ ๊ณ ๋ คํ•˜์—ฌ ๊ฒฐ์ •ํ•ฉ๋‹ˆ๋‹ค
  • ๊ณผ๋„ํ•œ ํ•ด์ƒ๋„๋Š” ๋ฉ”๋ชจ๋ฆฌ๋ฅผ ๋‚ญ๋น„ํ•˜๋ฏ€๋กœย ์‹ค์ œ ํ™”๋ฉด์—์„œ ๋ณด์ด๋Š” ๋””ํ…Œ์ผ์— ๋งž์ถฐ ์กฐ์ •ํ•˜์„ธ์š”

ํผํฌ๋จผ์Šค ์ตœ์ ํ™”

  • Shadow Bake๋ฅผ ์‚ฌ์šฉํ•˜๋ฉดย ๋™์  ์„€๋„์šฐ ์—ฐ์‚ฐ์„ ์™„์ „ํžˆ ์ œ๊ฑฐํ•  ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค
  • ํฌ์ธํŠธ ๋ผ์ดํŠธ์˜ โ€˜Cast Shadowsโ€™ ์˜ต์…˜์„ ๋น„ํ™œ์„ฑํ™”ํ•˜์„ธ์š”
  • ๋Œ€์‹ ย Light Function์œผ๋กœ ๋ฒ ์ดํฌ๋œ ๊ทธ๋ฆผ์ž๋ฅผ ํ‘œํ˜„ํ•˜์—ฌ Drawcall์„ ์ค„์ž…๋‹ˆ๋‹ค
  • ํŠนํžˆ ๋ชจ๋ฐ”์ผ ํ”Œ๋žซํผ์—์„œ ํšจ๊ณผ์ ์ž…๋‹ˆ๋‹ค

์ฐธ๊ณ ์ž๋ฃŒ