John Chen / www.vfxforge.com
This is a simple procedural hologram shader for MAYA SOFTWARE renderer. The shader renders very fast and has a cool stylised look.
It uses a lambert shader as its base with
Metal shaders currently include: brushed metal, generic (polished) metal, aluminum, "scratchy" metal and dull metal. These are all created using the mia_material_x shader. The .zip includes the full project. More shaders to be added periodically.
DT3D skin shader is an oren nayar based shader with at the moment 54 controllable attributes that control the subsurface scattering and the many specular layers. It has 4 functions contributing to the subsurface scattering, that range in different effects
Anisotropic Phong shader is based on the Renderman shader by Peter Stuart Also from the research paper An Anisotropic Phong Light Reflection Model by Michael Ashikhmin and Peter Shirley. The paper presents a BRDF model that combines several advantages of t
Brdf Scatter shader is based on the research paper “A Practical Model for Subsurface Light Transport” by Henrik Wann Jensen. The shader implements a BRDF approximation of a bssrdf as described in the research paper. It can handle materials that look more l
Car Paint shader is based on the Renderman shader by Peter Stuart Also from the research paper A Simple Layered RGB BRDF Model by Xavier Granier and Wolfgang Heidrich. The model simulates the interaction (interference) of light with itself due to a thin su
Glossy shader is based on the Renderman course notes by Larry gritz about Glossy specular Highlights. The shading model is based on the fact that the object is one that is highly polished causing a sharper specular highlight. Rather than the traditional sp