shader graphs. toy story, pixar. 1995 first computer generated, full length film. phong reflectance...

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Shader Graphs

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Page 1: Shader Graphs. Toy Story, Pixar. 1995 First computer generated, full length film. Phong Reflectance Model

Shader Graphs

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

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

Page 3: Shader Graphs. Toy Story, Pixar. 1995 First computer generated, full length film. Phong Reflectance Model

Material Surfaces are complicated.

Page 4: Shader Graphs. Toy Story, Pixar. 1995 First computer generated, full length film. Phong Reflectance Model

dMaterial color k is no longer constant.

k changes based on angle to the surface.d

Examples

Iridescence

Page 5: Shader Graphs. Toy Story, Pixar. 1995 First computer generated, full length film. Phong Reflectance Model

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.

Page 6: Shader Graphs. Toy Story, Pixar. 1995 First computer generated, full length film. Phong Reflectance Model

1984

Page 7: Shader Graphs. Toy Story, Pixar. 1995 First computer generated, full length film. Phong Reflectance Model

Examples

Material color k is no longer constant.

k changes based on position on the surface.

d

d

Page 8: Shader Graphs. Toy Story, Pixar. 1995 First computer generated, full length film. Phong Reflectance Model

Maya Hypershade

Phong nodeChecker node

Page 9: Shader Graphs. Toy Story, Pixar. 1995 First computer generated, full length film. Phong Reflectance Model

Plant Shader

Maya Hypershade

Page 10: Shader Graphs. Toy Story, Pixar. 1995 First computer generated, full length film. Phong Reflectance Model
Page 11: Shader Graphs. Toy Story, Pixar. 1995 First computer generated, full length film. Phong Reflectance Model

Mental Images, MentalMill

Page 12: Shader Graphs. Toy Story, Pixar. 1995 First computer generated, full length film. Phong Reflectance Model
Page 13: Shader Graphs. Toy Story, Pixar. 1995 First computer generated, full length film. Phong Reflectance Model

Lab:

Maya Hypershade

Page 14: Shader Graphs. Toy Story, Pixar. 1995 First computer generated, full length film. Phong Reflectance Model

Override button.Replaces a constant variablewith a texture/node.

Notice that essentially ANY attribute can get an override. Very powerful control.

Page 15: Shader Graphs. Toy Story, Pixar. 1995 First computer generated, full length film. Phong Reflectance Model

Getting to Hypershade

Page 16: Shader Graphs. Toy Story, Pixar. 1995 First computer generated, full length film. Phong Reflectance Model

Very useful. Show graph for selected object.

When you override a graph isautomatically created.

Page 17: Shader Graphs. Toy Story, Pixar. 1995 First computer generated, full length film. Phong Reflectance Model

Three variablesare overridden

Three variablesare overridden

Best view:See the hypershade (left), viewport object (middle), and attributes (right)

Page 18: Shader Graphs. Toy Story, Pixar. 1995 First computer generated, full length film. Phong Reflectance Model

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, …