Cg Shaders Ward Anisotropic Artistic Experiments
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Cg shaders. shaders i've built as i teach myself cg. feel free to download and use for whatever. if you like them you can buy me a beer or something. archives. december 2014 april 2014 march 2014 february 2014 january 2014 december 2013 november 2013. categories. all. rss feed. I was wanting to try out a few hair shaders since i just finished anisotropic highlights, but the sorting issues were driving me up the wall. fortunately i found this paper which presented a solution. basically it is a multipass shader that renders a depth mask first, and then renders the regular lighting with some adjusted depth settings.
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The standard ward anisotropic renderman shader works fine in prman and bmrt. i rendered the images below through animal logic’s maxman translator in max and rendered in bmrt. the top of the cylinder doesn't require any gradient to tell the renderer the direction, because the cylinder is a nurbs cylinder, and so the spun direction on top comes. Perhaps i wasn’t clear enough with my last post… we currently have ward iso – ward isotropic. the new shader is ward anisotropic. that is not isotropic, meaning that it can produce specular highlights that have different dimensions along different axes, such as those found on brushed aluminum surfaces. ahhhh o:o:o. Hi all with recent fixes to tangents i have revivied my ward anisotropic specular shader. what mine does different then normal tangent shading is mine does not effect diffuse reflection and is a true anisotropic shader and will work seamlessly with other aspects of a material, not to mention it just tooks 1000x better . so here are some pics. Specular roughness; the overall roughness of your surface. low values give sharper highlights, high values diffuse the specular. anisotropy; the parameter sets the ratio between the "width" and the "height" of the highlights, hence when anisotropy is 1.0 there is no anisotropy, i.e. the effect is disabled.
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