By Serg




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3 items.

AXIS SSS

Rendering / Shader

by Serg profile

change list: - Almost everything

Sampling: -Area Lights (including Environment Lights) need their samples to be quite low, (usually 4 or something like that) because the shader samples light multiple times anyway... so you may need light rig duplicates and light masks to render non-sss shaders at the same time.

The result is absolutely meant to be viewed at 2.2 gamma!!

Version 5 / 5 (2009-10-17 12:23:16 EDT) 1031 downloads

Relief Mapping Shader

Rendering / Digital Asset (VOP)

by Serg profile

This a Relief Mapping shader with binary search as seen on the Policarpo/Oliveira 2005 paper. I cant guarantee that it's accurate but seems ok so far.

It creates a virtual displacement effect within a surface shader, by appropriately distorting uv coordinates.

Not sure how much mileage you can get from this... it's more of a curiosity, the main limitations are:

- No silhouettes, it's like looking through a window. - No self shadowing (yet) - Shadows from other objects aren't distorted - The displacement only affects things that take uv's as input. - Doesn't work so good with Micropoly renderer specially if using the height output in a bumpmap shader as opposed to a normal map (normal map shader included)

As such it's probably best to think of it as a sort of super bump mapping and keep the displacement quite low (saya third or less than I used in the renders)... which in turn means you can use much less samples.

cheers S

PS. sorry, got things mixed with the previous upload... it didnt include the normal map shader.

Version 2 / 2 (2009-12-29 05:31:41 EST) 672 downloads

Normal Mapper Shader

Rendering / Digital Asset (VOP)

by Serg profile

Simple Normal Mapping shader

Version 2 / 2 (2009-12-29 05:31:41 EST) 672 downloads