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Follows is a list of all these supported nodes, in alphabetical order.
Supported Standard Maya Shader Nodes | |||||
---|---|---|---|---|---|
addDoubleLinear | anisotropic | blendColors | blinn | brownian | bulge |
bump2d | bump3d | checker | cloth | cloud | condition |
contrast | displacementShader | distanceBetween | envChrome | file | |
fractal | gammaCorrect | granite | grid | hsvToRgb | lambert |
layeredTexture | leather | luminance | marble | multDoubleLinear | multiplyDivide |
noise | ocean | place2dTexture | place3dTexture | plusMinusAverage | psdFileTex |
quadShadingSwitch | ramp | remapColor | remapHsv | remapValue | reverse |
rgbToHsv | rock | samplerInfo | setRange | smear | snow |
solidFractal | stencil | stucco | studioClearCoat | surfaceLuminance | surfaceShader |
texture3d | tripleShadingSwitch | vectorProduct | volumeNoise | wood |
Anchor | ||||
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[2] This is the case because many of the BRDFs rely on lobe-shaped distributions that could go under the horizon for grazing view angles. Most implementation simply ignore this limitation — but strictly speaking, this is an energy conservation problem.
wood