Boots of Spanish Leather

Boots model and textures by inciprocal. AVAILABLE FOR : HOUDINI This uses ReflectFlakes for boots reflections. We call them ‘flakes’ but technically these are BRDF-based multiscale discrete reflections. For this very scene we’re more interested in the ‘discrete’ thing which goes against the ‘continuous’ or ‘smooth’ appearance of a general reflection lobe. Discrete here means[…]

Micro-brushing

AVAILABLE FOR : HOUDINI With ReflectGlints we can fully approach ‘micro-brushing’ .. which is what actually makes a surface rough. We generally use statistical BRDF models to have rough reflections but those are intended to be used for far away views where what is rough actually is presented as smooth .. the problem is that[…]

Magnum Rhino Gun

Gun model and textures by doomsentinel. AVAILABLE FOR : HOUDINI, C4D Here we’re using ReflectMultiscatter for the guns and BRDF-based flakes (ReflectGlints) for the bullets where we enabled ‘wave optics’ that brings subtle colorful spectral effects to the material. Being a full BRDF it also means we can break-up our specular highlights without introducing flickering.[…]

Makarov Gun

Model and textures by Bexxie. AVAILABLE FOR : HOUDINI, C4D Here we use a ReflectGeneralized node with a very low reflection slope to extend the reflection tail and give reflections a bit of hazing together with analytical microfacet-based normal mapping to let details come to life.. we still use our usual normal and bump maps,[…]

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  

Judge Dredd

Model and textures by Willy Decarpentrie. AVAILABLE FOR : MAYA PBR workflow with ReflectGeneralized and SkinLayers. See documentation here : Skin Layers

Diffraction Lobe

Model from zeelproject. AVAILABLE FOR : MAYA This puts ReflectDiffraction node to good work. Documentation is here : Diffraction Lobe  

Toony Beach

Model by ksyu3d. AVAILABLE FOR : MAYA/C4D Here showcasing DiffusePrincipled and Refract shaders. Documentation is here : Refractions Principled v Generalized Diffuse

Gurley Burt Solar Transit

Model and textures by Nika Tendetnik AVAILABLE FOR : 3DSMAX Showcase of PBR support with rombotools and 3dsMax.

An Apple, a Lime and a Rock

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

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[…]

Studio Ghibli Style Render

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[…]