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course note of Physically Based Shader Design in Arnold

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  • course note of Physically Based Shader Design in Arnold

    Hi, I came across the course note Physically Based Shader Design in Arnold.
    Really like the design concepts mentioned in it for production shaders, especially stuff related to Fresnel reflection, Russian Roulette splitting and path termination for efficiency optimizations, and Light Groups.

    Cheers.
    Last edited by jasonhuang1115; 07-10-2014, 04:29 PM.
    always curious...

  • #2
    one part i liked was the rough fresnel for the sss, i thought it looked very natural.
    Dmitry Vinnik
    Silhouette Images Inc.
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    • #3
      Originally posted by Morbid Angel View Post
      one part i liked was the rough fresnel for the sss, i thought it looked very natural.
      Yes, the rough Fresnel has come up a number of times before and it's been on the "to do" list for a while.

      Other things like Russian roulette and path termination, V-Ray does automatically since a long long time.

      Best regards,
      Vlado
      I only act like I know everything, Rogers.

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      • #4
        Originally posted by vlado View Post
        Yes, the rough Fresnel has come up a number of times before and it's been on the "to do" list for a while.
        Awesome!
        Rens Heeren
        Generalist
        WEBSITE - IMDB - LINKEDIN - OSL SHADERS

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