Entries in shaders (2)

Sunday
Oct262014

VRay - Physically Based Shader

I am currently working a Vray base shader for dielectrics and metals that has a similar response to the PBR implementations from Marmoset/Unreal/Substance. The purpose of this is to have a material that responds well in different lighting conditions, and that is driven by plausible parameters based on physical measurements. It currently supports both metallness/gloss and specular(F0)/gloss workflows, along with micro roughness control, and should make the texturing process a lot more easier and consistent between different projects.

Download: undoz_vray_PBR_simple_SHD.rar ( Please note that this shader was created before Vray supported Maya’s color management system. That’s why the shader is setup with gamma correction nodes. You can either disable the color management, bypass the gamma nodes, or set the texture color space to raw. Edited: 8-8-2016 )

Usage: Import the shader through the Maya Hypershade window (File>Import). 

The shader is made for LWF (gamma 2.2) and supports both mentalness and specular workflows. The fresnel component is remapped to allow full F0-F1 control, and the F1 component is sensitive to glosiness changes to account for the microfacet normal changes.

 

Friday
Jan032014

Zbrush Practical Material Set

 

Here is the second edition of my Zbrush Practical Material Set that I’ve created a few years ago. I thought of sharing it here since the original post is buried deep on the ZBrush Central forums.

Today I mostly use the real time shaders from the set since they respond to light direction changes and they are a bit more versatile.

Copy the files into the ZStartup\Materials Directory and restart ZBrush

Download: Undoz_ZbrushParticalMatSet.rar