Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.


Section


Column

Overview

3Delight for Maya can render any Maya HyperShade network. Scenes that are setup using the usual Maya workflow will work out-of-the-box with 3Delight for Maya. On top of that, 3Delight for Maya provides additional utility nodes and additional materials for physically plausible shading. 


Column
width45%


Panel
borderColor#e0e0e0
bgColor#f0f0f0
titleColor#444444
titleContent:

Table of Contents
maxLevel2



3Delight's Materials and Shaders Library

...

In addition to standard Maya nodes and materials, 3Delight for Maya comes with easy to use and physically plausible materials. 

...

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

...

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.

...

Follows is a list of all these supported nodes, in alphabetical order.

...

width45%
Info

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
addDoubleLinearanisotropicblendColorsblinnbrownianbulge
bump2dbump3dcheckerclearCoat
clothcloud
conditioncontrastdirectionalLight
displacementShaderdistanceBetweendoubleShadingSwitch
envChromeenvCubeenvSphere

filefluidShapefluid_utils

fractalgammaCorrectglobal_illumination
granitegridhsvToRgb
lambertlayeredShader
layeredTextureleatherlightInfolight_utils

luminancemarblemi_bump_flakesmi_car_paint_phenmi_metallic_paintmia_materialmia_material_xmia_material_x_passesmia_physicalskymib_amb_occlusionmib_glossy_reflectionmib_glossy_refraction
mib_illum_cooktorrmib_illum_lambertmib_illum_phongmisss_fast_shadermisss_fast_simple_mayamisss_fast_skin_maya


















misss_set_normalmisss_skin_specularmultDoubleLinearmultiplyDividenoisenoise_utilsoceanoceanShader
ocean_utilsparticleCloudparticleSamplerInfophong





phongEplace2dTextureplace3dTextureplusMinusAveragepointLightprojection

psdFileTexquadShadingSwitchramprampShaderramp_utils

remapColor
remapHsvremapValuereversergbToHsvrocksamplerInfo
setRangeshadingMapshading_utilssingleShadingSwitch


smearsnow
solidFractalspotLight
stencilstuccostudioClearCoatsurfaceLuminance
surfaceShadertexture3dtripleShadingSwitchuseBackgroundutilsuvChooser


vectorProductvolumeLight
volumeNoisewood  

Anchor
PhysicallyPlausible
PhysicallyPlausible

About Physical Plausibility

...

"Physically plausible" terminology has been introduced in the computer graphics literature to described a certain category of BRDF[1]. In technical terms, a physically plausible BRDF:

...

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. 

...