Hi.
I wrote a physical-based shader for Mantra.
The main features:
* Energy conserving
* Microfacet-based BSDF's including anisotropy
* Conductor Fresnel
* Volume absorption
* Subsurface scattering
* Translucency
* Dispersion
* Thin dielectric
* Transparent shadows attenuated by absorption
* Shader nesting
* Extra image planes support including per-light planes
Video: https://vimeo.com/116465165 [vimeo.com]
Download: https://github.com/groundflyer/physhader-for-mantra [github.com]
PhyShader
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- Alejandro Echeverry
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Awesome!! Thank you!
Feel The Knowledge, Kiss The Goat!!!
http://www.linkedin.com/in/alejandroecheverry [linkedin.com]
http://vimeo.com/lordpazuzu/videos [vimeo.com]
http://www.linkedin.com/in/alejandroecheverry [linkedin.com]
http://vimeo.com/lordpazuzu/videos [vimeo.com]
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- rsd
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I've recently switched on H15, so there is a minor update.
PhyShader v1.1.0 - Download [github.com]:
* various bugfixes
* improved PhySurface material
* PhySurface UI change: separated IOR
** inside IOR is now vector2 (n, k)
** outside IOR is now standalone float parameter
* PhyVolume is now a full part of PhyShader:
** per-light exports support (in the “volume_direct” variable)
** fixed anisotropic volume BSDF sampling
** added scattering color coefficient
** added absorption color coefficient
* physhader.otl is renamed to physhader.hda
An example of color scattering:
https://vimeo.com/160500991 [vimeo.com]
PhyShader v1.1.0 - Download [github.com]:
* various bugfixes
* improved PhySurface material
* PhySurface UI change: separated IOR
** inside IOR is now vector2 (n, k)
** outside IOR is now standalone float parameter
* PhyVolume is now a full part of PhyShader:
** per-light exports support (in the “volume_direct” variable)
** fixed anisotropic volume BSDF sampling
** added scattering color coefficient
** added absorption color coefficient
* physhader.otl is renamed to physhader.hda
An example of color scattering:
https://vimeo.com/160500991 [vimeo.com]
- papi
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- Werner Ziemerink
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- Werner Ziemerink
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- rsd
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Hi.
I've just released a major update: v1.2.0 [github.com].
There are many useful changes in this release.
A video showing usage of new PhySurface Nested material (Mantra Ray-Trace engine).
If you have a question, it's better to ask it on odforce in PhyShader thread [forums.odforce.net] or open issue on github [github.com]. I'm not a frequenter here.
I've just released a major update: v1.2.0 [github.com].
There are many useful changes in this release.
- The two old GGX CVEX BSDF's (reflect and refract) have rewritten to the one GTR BSDF with better sampling (distribution of visible normals by Eric Heitz). It's used in PhySurface and available as a separate VOP type operator.
- Multiple subsurface scattering has completely rewritten. I discarded the complicated dipole BSSRDF in the preference of the approximated reflectance profile by Per Christensen. The new SSS is also available as a separate VOP.
- PhyShader materials are really usable now. There are two new materials: PhySurface Layered material and PhySurface Nested material. PhySurface material has improved and fixed. The materials now have OpenGL parameters linked to corresponding PhySurface parameters, improving viewport experience.
- Several UI changes such as IOR presets menu and dispersion presets menu.
- Dispersion is brighter now.
- Faux metallic nk-based dispersion. If dispersion is enabled in Conductor mode, reflection color will be desaturated through complex Fresnel curve.
- Most bugs (I hope all) are fixed
A video showing usage of new PhySurface Nested material (Mantra Ray-Trace engine).
If you have a question, it's better to ask it on odforce in PhyShader thread [forums.odforce.net] or open issue on github [github.com]. I'm not a frequenter here.
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