Introduction
- Introduction to Shader Network Design using Phenomena
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Structure
.mi Scene Files
- Shaders
- Phenomena
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Color
- Color shaders
- Color Phenomena
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Light and shadow
- Point lights, spot lights and shadows
- Light on Surface - direct illumination with Lambert, Phong, etc.
- Combining diffuse and specular components
- Reflection/refraction
- Combining reflection and refraction in Phenomena
- Light from other surfaces - indirect illumination
- Combining direct and indirect illumination in Phenomena
- Ambient occlusion
- Combining finalgathering and ambient occlusion in Phenomena
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Shape
- Displacements, bump and normal mapping
- Integrating bump maps into a shader network
- Supporting level of detail using Phenomena with shader lists
- Geometry shaders
- Using geometry shaders in Phenomena
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Space
- Environment shaders
- Using Phenomena for asset management
- Using separate reflection and finalgather environment maps
- Volume shaders
- Adding noise to volume density
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Image
- Lens shaders
- Multipass shader networks
- Output shaders
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Encapsulating Phenomena
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