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This VOP uses the Lambert lighting model calculation to generate the diffuse color contribution for a material. Typically its color is the main surface color of the material. This lighting model is often used as base for materials where specular is added.
The normal vector is used in the Lambert diffuse calculation.
The incidence direction ray used in the face forward calculation.
The diffuse intensity.
The diffuse color. This color is most often the main surface color of the material.
This toggle will change the normal to face forward towards the camera.
The Lambert diffuse color contribution:
Kd * diff * diffuse(nN)
Just Lambert diffuse lighting without the multiplication by the diffuse
The PBR diffuse calculation.
The following examples include this node.
In this example, a donut is stuck to an animated sticky object on the surface of a grid.
The example demonstrates how to generate a motion vector layer for post-velocity compositing. Load the example and render 5 frames. Then in the image viewer, switch from 'C' (colour) to 'motion_vector' to see the results.
This example demonstrates the use of ramps and referenced ramps which are animated over time.
In this file we create a downhill lava flow with crust gathering and hardening at the base of the slope. All of the animation is achieved through the shader itself, and all of the geometry is completely static.
Most of the parameters for the lava material are overridden by point attributes created in the surface nodes.
No geometry is animated in this file. All animation is achieved by animating the textures
Flames are grids so that UV textures can easily be applied, they are then warped around a metaball using a magnet SOP. The flames are then assigned to either a yellow or blue Flames texture. The Flames' opacity mask wrap is set to Decal to prevent the texture from repeating and showing a single pixel ring at the top of the flame geometry. I'm also using a mask file named
flameOpacMap.jpg to enhance the flames' shape at the top. The noise offset has been animated over
$T with an greater emphasis on the Y axis so that the flames look like they are rising. This is the same reason the Noise jitter is larger for the Y axis as well.
The coals are spheres that have been copy stamped onto a deformed grid. Using Attribute Create surface nodes I am able to override and copy stamp the lava texture’s parameters at the SOP level so that local variables, such as
$BBY, can be used to animate the texture. This way the texture’s crust and its crust values can be used only to form the tops of the coals. This reserves the lava aspect of the texture to be used on the bottoms of the coals. The lava intensity (
Kd attribute) is then stamped and animated to create the look of embers on the bottom of coals glowing.
This example demonstrates how the Fur SOP and Mantra Fur Procedural can be applied to an animated skin geometry. CVEX shaders are used to apply a custom look to the hairs based upon attributes assigned to the geometry.