Shader Graphs
Toy Story, Pixar First computer generated, full length film. Phong Reflectance Model
Material Surfaces are complicated.
d Material color k is no longer constant. k changes based on angle to the surface. d Examples Iridescence
rough smoothrough Specular power n is no longer constant. Specularity changes based on position on the surface. e.g. Wet skin Water 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 variable with 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 is automatically created.
Three variables are 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, …