Shader Graphs. Toy Story, Pixar. 1995 First computer generated, full length film. Phong Reflectance Model.

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Presentation transcript:

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, …