Pigs Ain’t No Swim
Model and texture by Václav Pleticha. AVAILABLE FOR : MAYA Here we are demoing SkinLayers, our flexible skin shader based on dipole SSS. See documentation here : Skin Layers
Model and texture by Václav Pleticha. AVAILABLE FOR : MAYA Here we are demoing SkinLayers, our flexible skin shader based on dipole SSS. See documentation here : Skin Layers
Model and textures by Willy Decarpentrie. AVAILABLE FOR : MAYA PBR workflow with ReflectGeneralized and SkinLayers. See documentation here : Skin Layers
Model from zeelproject. AVAILABLE FOR : MAYA This puts ReflectDiffraction node to good work. Documentation is here : Diffraction Lobe
Model by ksyu3d. AVAILABLE FOR : MAYA/C4D Here showcasing DiffusePrincipled and Refract shaders. Documentation is here : Refractions Principled v Generalized Diffuse
Model and textures by Nika Tendetnik AVAILABLE FOR : 3DSMAX Showcase of PBR support with rombotools and 3dsMax.
Rock model and texture by ENSGeologie. AVAILABLE FOR : HOUDINI This scene uses SkinLayers for the apple and lime and SSSRandomWalk for the rock with full non-exponential walks. SkinLayers offers a three layers SSS dipole implementation in the style of the old alSurface material with added features like ‘peach fuzz’ reflections used here to make[…]
Cookies, milk bottle and textures by Harsh Agrawal. AVAILABLE FOR : HOUDINI, C4D This uses directional dipole (romboSSSDipole) for cookies, milk and chocolate milk. For milk and chocolate milk we use the build-in measured scattering properties for a one-click solution. Because both milk and choco milk are surrounded by glass and glass is setup to[…]
Model and textures by luyssport. AVAILABLE FOR : HOUDINI Here we use rombo DiffuseSmooth which is a super smooth diffuse shading that works particularly well for toonish renderings because it is way more less contrasted than the classic diffuse. There’s also an application for our custom transparency shader. Various camera views are available. Refer to[…]
AVAILABLE FOR : HOUDINI, C4D This uses ReflectMultiScatter and the metalness workflow for a full PBR approach. Here some documentation : Multiple Scattering BRDF
Model and textures by Skokloster Castle. AVAILABLE FOR : HOUDINI, C4D This is a demo for the metalness workflow available together with the specular workflow on both ReflectGeneralize and ReflectMultiScatter rombo shading nodes. Refer to these for documentation : Metalness & Specular Workflows Multiple Scattering BRDF
AVAILABLE FOR : HOUDINI Here we’re using SSSRandomWalk with a map controlling the amount of translucency. Translucency here is not the general amount of subsurface scattering (which is controlled as usual with color, radius and scale) but the amount of non-exponentiality in the random walk. Arnold Standard Surface does only exponential random walks; our shader[…]
Car model by Danila Davydov, Mountain scan by Bilgehan Korkma AVAILABLE FOR : HOUDINI Realistic rendition with rombotools and Houdini.