Showing posts with label shader. Show all posts
Showing posts with label shader. Show all posts

Monday, October 3, 2011

Sub Surface Scattering

Joe wants the model to have a more realistic shader with more depth. Similar to the webGL shader pictured below. Jellyfish follow a similar pattern in how they are shaded. Both are created with a subsurface scattering shader; it's built up of multiple layers: the epidermal (skin), subdermal (blood basically), and backscatter (that red glow you get if you hold your hand over a flashlight), are the main physically based components.
The current model was built using Maya's misss_fast_skin, which has options for all of these. I also included a bump and specular map. Despite the fact that it was created using the SSS shader, it lacks the sense of depth that the above images show. 
I tried following this jellyfish shading tutorial.  But it did not provide the desired results.

Bonus: 
I want to add a bonus section to my blog posts. I always end up finding something awesome, but not immediately applicable, as I search for answers. This will allow me to keep track of these links for when they will be helpful.

Sunday, September 25, 2011

Shader Work

References:
http://www.mail-archive.com/python_inside_maya@googlegroups.com/msg04471.html
http://tech-artists.org/forum/showthread.php?t=1279
http://download.autodesk.com/global/docs/maya2012/ja_jp/PyMel/generated/pymel.core.rendering.html#module-pymel.core.rendering
http://autodesk.com/us/maya/2011help/CommandsPython/hyperShade.html 
http://autodesk.com/us/maya/2011help/CommandsPython/shadingNode.html
http://forums.cgsociety.org/archive/index.php/t-767023.html


Code:
So this is kinda working..
import maya.cmds as cmds
cmds.shadingNode('misss_fast_shader', asUtility=True, name='skin' )
but it's only creating it in the Work Area, not creating an actual shader, helpful for later though 

[27Sept]
Got it! Set asShader=True
cmds.shadingNode('misss_fast_shader', asShader=True, asUtility=True, name='skin' )
other options -asTexture -asLight -asPostProcess -asUtility

then to add a new texture to map
cmds.shadingNode('lambert', asTexture=True, asUtility=True, name='skin' )
so maybe I don't need the asUtility...?