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Shader Graphs
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Toy Story, Pixar. 1995First computer generated, full length film. Phong Reflectance Model
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Material Surfaces are complicated.
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dMaterial color k is no longer constant.
k changes based on angle to the surface.d
Examples
Iridescence
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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.
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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 variablewith 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 isautomatically created.
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Three variablesare overridden
Three variablesare 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, …