Igor Sklyar

shader writer
pipeline TD

h_ShaderPro

Shaderpro
Universal surface shader h_ShaderPro for general purposes. This shader collaborate with h_LightPro universal light shader in direct lighting and also in indirect lighting. It has several additional inputs for co-shaders such as 2d image texture, 3d image texture, additional shading components - glass, refraction, ashickhmin-shirley specular and several others components and also for procedural textures.

All stages of work strongly defined in both shaders h_LightPro and h_ShaderPro. For usual workflow baking of point clouds is done in "bake" pass and then applied in "final" pass. Photon emission is performed in photon pass and then separately applied in ptfilter utility job for the photon map calculation.

Both shaders are written in new rsl-2.0 shading style. All stages of shading evaluation are strongly separated on "construct", "begin", "displacement", "opacity", "prelighting" and "lighting" methods and conceived for using in REYES re-render strategy.
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Besides standard shading components like Diffuse (Lambert, Oren-Nayar), Speculars (Rim, Phong, Blinn, Ward Anisotropic), Reflection, SSS shader supports point based Global Illumination (color bleeding, occlusion), Subsurface Scattering, Glossy Reflection.

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There is possibility to work with photon mapping for prebake custom ior, diffuse reflection, diffuse refraction, specular reflection and specular refraction coefficients to point cloud and then use it in photon shading model attribute Attribute "photon" "shadingmodel" "scatter_coeff.ptc".

It's shown how to add to main surface shader glass co-shader with calculated in photon pass caustic
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30 Jun 2012