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3Delight's Materials and Shaders Library
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In addition to standard Maya nodes and materials, 3Delight for Maya comes with easy to use and physically plausible materials.
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In addition to these materials, we provide a utility node that allows you to inject RenderMan Shading Language (RSL) code into HyperShade network. We call that utility node The RenderMan Code Node and a tutorial for creating such node is available in Creating Custom HyperShade Nodes.
Supported Maya and Mental Ray shaders
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All the common Maya nodes are supported and a large set of useful Mental Ray materials is also supported. All Maya light sources are supported as well.
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Follows is a list of all these supported nodes, in alphabetical order.
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Info |
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3Delight for Maya support Maya's HyperShade network; it automatically converts (at the start of the rendering process) HyperShade networks into RenderMan shaders that are used by 3Delight to render the image. |
Supported Standard Maya Shader Nodes | |||||||||||
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addDoubleLinear | anisotropic | blendColors | blinn | brownian | bulge | ||||||
bump2d | bump3d | checkerclearCoat | cloth | cloud | |||||||
condition | contrastdirectionalLight | displacementShader | distanceBetween | doubleShadingSwitch | |||||||
envChrome | envCube | envSphere | file | fluidShape | fluid_utils | ||||||
fractal | gammaCorrectglobal_illumination | granite | grid | hsvToRgb | |||||||
lambertlayeredShader | 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 | multiplyDividenoise | 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 | ||||||
setRangeshadingMap | shading_utils | singleShadingSwitch | smear | snow | |||||||
solidFractalspotLight | stencil | stucco | studioClearCoat | surfaceLuminance | |||||||
surfaceShader | texture3d | tripleShadingSwitch | useBackground | utils | uvChooser | ||||||
vectorProductvolumeLight | volumeNoise | wood |
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About Physical Plausibility
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"Physically plausible" terminology has been introduced in the computer graphics literature to described a certain category of BRDFs [1]. In technical terms, a physically plausible BRDF:
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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.
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