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

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Presentation on theme: "Shader Graphs. Toy Story, Pixar. 1995 First computer generated, full length film. Phong Reflectance Model."— Presentation transcript:

1 Shader Graphs

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

3 Material Surfaces are complicated.

4 d Material color k is no longer constant. k changes based on angle to the surface. d Examples Iridescence

5 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.

6 1984

7 Examples Material color k is no longer constant. k changes based on position on the surface. d d

8 Maya Hypershade Phong nodeChecker node

9 Plant Shader Maya Hypershade

10

11 Mental Images, MentalMill

12

13 Lab: Maya Hypershade

14 Override button. Replaces a constant variable with a texture/node. Notice that essentially ANY attribute can get an override. Very powerful control.

15 Getting to Hypershade

16 Very useful. Show graph for selected object. When you override a graph is automatically created.

17 Three variables are overridden Best view: See the hypershade (left), viewport object (middle), and attributes (right)

18 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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