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, …