mental ray Layering Shaders
- Shaders for Layering
- Elemental Component Shaders
- Helper shaders and Phenomena
- Examples and Tutorials
With the layering shader library:
Output multiple passes writing to framebuffers that
- Create layered materials with arbitrary complexity
- Combine any number of diffuse, glossy and specular reflection and transmission components
- Layer or mix in subsurface scattering or surface emission components
- Render faster and more efficiently than shader network combination with math nodes
- Render faster subsurface scattering with a shader that
- removes the lightmapping preprocessing step
- improves the control for faster, more intuitive setup
Use render techniques relying on shadow- and photon shaders with little extra effort
- automatically distinguish themselves with Light Path Expression (LPE) names
- provide mapping these LPE names to arbitrary framebuffer names through string options
- support transparency in a pipeline-friendly manner
In the library we include the layering components and component combiners.
The declaration of the shaders and Phenomena can be found in the file
layering.mi. To use the shaders, the declaration file must be included
and the library linked:
The shader names in the layering library are all prefixed with "mila_".
Since these shaders attempt to simulate physics, it is important to light them with lights that are physically plausible.
The light shaders used should ideally be physical, and in general they should be visible area lights.
The layering shaders also take advantage of light importance sampling features. For global light importance sampling for area lights only, use the string option "light importance sampling" "on". To importance sample all point lights in addition to area lights, use "light importance sampling" "all"