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Search the Community: Showing results for tags 'bssrdf'.
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Hi. After some research I developed the concept of the surface shader to make shading artist work more efficient. A while ago I have implemented it in VEX and now I want to share it with you. GitHub Features: PhySurface VOP Energy conserving surface model PBR and RayTrace render engines support GTR BSDF with anisotropy (also avaible as a separate VOP node) Conductor Fresnel Volume absorption Raytraced subsurface scattering Artist-friendly multiple scattering (also avaible as a separate VOP node) Ray-marched single scattering Translucency Dispersion Thin sheet dielectric Transparent shadows Extra image planes support Per-component image planes Per-light image planes Variance anti-aliasing support Layered material Nesting material PhyVolume VOP Color scattering and absorption Per-light image planes PhyShader v1.2.0 - download: This is usability release. BSDF has changed to GTR New artist-friendly SSS Added layer support Added metallic desaturation Improved dispersion Materials: Added PhySurface Layered material Added PhySurface Nested material Improved PhySurface material Viewport support UI: New Inside IOR presets menu Changed dispersion presets menu Numerous bugfixes