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Published byJonah Ralf Ford Modified over 9 years ago
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Shader Graphs
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Toy Story, Pixar. 1995 First computer generated, full length film. Phong Reflectance Model
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Material Surfaces are complicated.
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d Material color k is no longer constant. k changes based on angle to the surface. d Examples Iridescence
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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.
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1984
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Examples Material color k is no longer constant. k changes based on position on the surface. d d
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Maya Hypershade Phong nodeChecker node
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Plant Shader Maya Hypershade
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Mental Images, MentalMill
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Lab: Maya Hypershade
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Override button. Replaces a constant variable with a texture/node. Notice that essentially ANY attribute can get an override. Very powerful control.
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Getting to Hypershade
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Very useful. Show graph for selected object. When you override a graph is automatically created.
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Three variables are overridden Best view: See the hypershade (left), viewport object (middle), and attributes (right)
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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, …
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