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一般的なMayaノードは全てサポートされており、多くの有用なMental Rayマテリアルもサポートされています。全てのMayaライトも同様にサポートされています。
サポートしている全ノードは下記の通りです:アルファベット順
| サポートしている標準 Maya シェーダーノード | |||||
|---|---|---|---|---|---|
| addDoubleLinear | anisotropic | blendColors | blinn | brownian | bulge |
| bump2d | bump3d | checker | clearCoat | cloth | cloud |
| condition | contrast | directionalLight | displacementShader | distanceBetween | doubleShadingSwitch |
| envChrome | envCube | envSphere | file | fluidShape | fluid_utils |
| fractal | gammaCorrect | global_illumination | granite | grid | hsvToRgb |
| lambert | layeredShader | layeredTexture | leather | lightInfo | light_utils |
| luminance | marble | mi_bump_flakes | mi_car_paint_phen | mi_metallic_paint | mia_material |
| mia_material_x | mia_material_x_passes | mia_physicalsky | mib_amb_occlusion | mib_glossy_reflection | mib_glossy_refraction |
| mib_illum_cooktorr | mib_illum_lambert | mib_illum_phong | misss_fast_shader | misss_fast_simple_maya | misss_fast_skin_maya |
| misss_set_normal | misss_skin_specular | multDoubleLinear | multiplyDivide | noise | noise_utils |
| ocean | oceanShader | ocean_utils | particleCloud | particleSamplerInfo | phong |
| phongE | place2dTexture | place3dTexture | plusMinusAverage | pointLight | projection |
| psdFileTex | quadShadingSwitch | ramp | rampShader | ramp_utils | remapColor |
| remapHsv | remapValue | reverse | rgbToHsv | rock | samplerInfo |
| setRange | shadingMap | shading_utils | singleShadingSwitch | smear | snow |
| solidFractal | spotLight | stencil | stucco | studioClearCoat | surfaceLuminance |
| surfaceShader | texture3d | tripleShadingSwitch | useBackground | utils | uvChooser |
| vectorProduct | volumeLight | volumeNoise | wood | ||
Physical Plausibility(物理的にもっともらしいという事)について
"Physically plausible" テクノロジーは、コンピューターグラフィックス学において、BRDFs [1]tの正しいカテゴリーを記述するために導入されました。
技術的な点において、physically plausible BRDFとは:
- エネルギーは保存される。 (e.g. 放出されたエネルギーは必ず吸収される。)
- 相反性がある。 (respects the Helmholtz reciprocity principle).
- マイナスの値は返さない (余り学問的には記述されない点であるが、)
端的に言えば、BRDFが実世界のサーフェスであるかのように振る舞う事を意味している。
The expression "physically plausible material" is used in the VFX industry, somewhat loosely, to indicate that the material is based on such BRDFs. In reality, it is very difficult to design materials that are physically plausible since many useful BRDFs are not even energy conservative [2]. So it is often more accurate to talk about visually plausible materials.
Physical Plausibility vs. Realism
It's possible to design physically a plausible BRDF, respecting the three rules sited above, but still produce images that do not render real life phenomena. In a sense, physical plausibility is not a guarantee of a realistic material.
Realism in look development is achieved by a mix of sound science, intelligent parameter design and a clear understanding of what is being simulated. As an example, many available materials provide a choice of BRDFs and an extended choice of parameters. These materials are not suited to render some of the most common real-life objects such as a table or a car. These types of materials are usually coated and it takes a two-layer material and special care to properly render them. Our 3Delight Material provides this possibility.
[1] Robert R. Lewis. 1993. Making Shaders More Physically Plausible. Technical Report. University of British Columbia, Vancouver, BC, Canada, Canada.
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