Shader Graphs. Toy Story, Pixar. 1995 First computer generated, full length film. Phong Reflectance...
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Transcript of Shader Graphs. Toy Story, Pixar. 1995 First computer generated, full length film. Phong Reflectance...
Shader Graphs
Toy Story, Pixar. 1995First computer generated, full length film. Phong Reflectance Model
Material Surfaces are complicated.
dMaterial color k is no longer constant.
k changes based on angle to the surface.d
Examples
Iridescence
rough smooth rough
Specular power n is no longer constant.
Specularity changes based on position on the surface.
e.g. Wet skinWater is smooth in places,dry skin is rough in others.
1984
Examples
Material color k is no longer constant.
k changes based on position on the surface.
d
d
Maya Hypershade
Phong nodeChecker node
Plant Shader
Maya Hypershade
Mental Images, MentalMill
Lab:
Maya Hypershade
Override button.Replaces a constant variablewith a texture/node.
Notice that essentially ANY attribute can get an override. Very powerful control.
Getting to Hypershade
Very useful. Show graph for selected object.
When you override a graph isautomatically created.
Three variablesare overridden
Three variablesare overridden
Best view:See the hypershade (left), viewport object (middle), and attributes (right)
Lab:
1) Find a material you would like to render. (use a sphere)
2) Do research, or think carefully on the material, to find out what makes it look that way.
3) Create a hypergraph which approximates the material.
Note: Writing shaders is an art, it takes practice and experience to know which variables to override, and how to create the shader graph.
Some examples: Fabric, skin, copper, cloth, …