![]() ![]() An arbitrary number of layers of flakes can be used ( flake_layers ). For example, a pearlescent effect can be easily added to both the specular and flakes layers by simply tweaking a few parameters such as specular_flip_flop and flake_flip_flop. This shader can create a wide range of car paint looks without having to connect several nodes. ![]() Car paint shader : We are now shipping a dedicated shader for car paint, which can be thought of as the combination of a simplified version of the standard_surface and flakes shaders.The default is to use the old empirical diffusion method in order not to break the look of existing scenes. This new algorithm is exposed in the standard_surface shader via the new parameters subsurface_type (with enum values diffusion and randomwalk ) and subsurface_anisotropy (Henyey-Greenstein's eccentricity g from -1.0 to +1.0). small mfp), does not support sss_setname for blending two surfaces together, may require redialing materials to achieve a similar look, and is more sensitive to non-closed meshes, "mouth bags", and internal geometry potentially casting shadows. On the other hand, the new method can be slower in dense media (i.e. large mean free path) compared to the old method. It can also be substantially faster for large scattering radius (i.e. This means it can take into account anisotropic scattering like brute-force volume rendering and produces much better results around concavities and small details. ![]() Unlike the current empirical BSSRDF method based on diffusion theory, this new method actually traces below the surface with a real random walk and makes no assumptions about the geometry being locally flat.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |