Archive for December, 2010

Shaders & Environment

Monday, December 13th, 2010

I've been working on a procedural snow shader for some of the objects in my reel. It involves two layers. The base is texture map driven, oren-nayar lighting model with very slightly glossed fresnel reflections. The other is snow, which uses the Buratti diffuse model, has sparkle, rim light, a little fresnel in the color, and a touch of reflection weighted by glancing angles. I still plan on experimenting with different noises to drive the displacement of the snow, and roughen-up the edge dividing the areas with & without snow.

In the image above everything uses the same shader. There's a single spotlight, and a blurry ptex env-cube for the env map. No occlusion, Gi, etc, which I think could help it, but it wasn't necessary.