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:DOCUMENTATION:
Brdf Scatter shader is created just like any other Maya shader. Simply go in to the hypershader and find the Brdf Scatter shader and click. Then apply to an object as you normaly would. :NOTE: At the moment a disadvantage of this shader is that there is no form of light classification so all lights by default are taken into consideration. The only workaround I have at the moment is to simply adjust the shader to lower settings to cope with the complex light setups. Also the coloring with absorption and scattering needs some getting used too. Adding some kind of ambient occlusion pass makes this shader look much better. |
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| Click the Single Scatter shader icon to make one. | ||||||||||
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:ATTRIBUTE INFORMATION:
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:COLOR:
The surface color of the object. :TRANSPARENCY: Controls how transparent or opaque the material is. Black means completely opaque (the default), and white means completely transparent. :AMBIENT COLOR: Controls how much ambient color to color to add on the object. If there are ambient lights in the scene, then the color and brightness of those lights is used to control how much the ambient color contributes to the final color of the material. :INCANDESCENCE: makes a material appear opalescent, as if it were emmitting light itself, such as lava or a phosphorescent moss. :BUMP MAPPING: Will make the surface of the object appear to be rough with texture. Object appears to rough but its only happening during render time. Geometry of the Object is not affected. :DIFFUSE: controls how much of the light in the scene is reflected from the object. Most materials absorb some of the light falling on them, and scatter the rest. Due to the way the shader is this only goes to a max of 0.200 since anything higher will blow it out of color range. :ABSORPTION: This tells the shader what color in the spectrum to absorb. For example in real life an object like an apple is red cause it absorbs the blue color in light, and scatters back red. :SCATTERING: Here the scattering color is what color the object allows to reflect back to the viewer. :ANISOTROPY: Controls how the direction of the scattering occurs. Positive values equal out to forward scattering. Negative values equal out to backward scattering. :DIFFUSE REFLECTION: Controls how much of the diffuse scattering. Value of zero allows all of the diffuse scattering to be seen. Higher values lowers the reflection. :DIFFUSE ANISOTROPY: Controls how the direction of the diffuse scattering occurs. Positive values equal out to forward scattering. Negative values equal out to backward scattering. :ECCENTRICITY: Controls how big your specular highlights (also called 'hot spots') will be. The range is 0 to 0.9999, with larger values making larger highlights. Smaller values make objects appear more finely polished. :SPECULAR ROLL OFF: Controls the ability of a surface to reflect its surroundings :SPECULAR COLOR: Controls the color of the specular highlight. |
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