The core set of functions provided by Slim can be used to generate a wide range of shaders which utilize many different special features of Slim. These core functions generally serve one particular purpose, like creating a simple noise or a pattern. The functions by themselves are not always useful must be connected to other functions to obtain a meaningful result, but the atomic nature of functions affords a great deal of flexibility when it comes to assembling shading networks. |
A shading model's role is to calculate the primary response of a surface to the prevailing light conditions. One more more shadingmodel functions always form the core of a surface shader. Since this amounts to a color and opacity at every point on the surface, shadingmodels can be combined and layered in interesting ways.
Layer & LayerOptimo |
Layer many shading models together. |
AdditiveFX |
Essential for building reflection effects into shaders. |
Blinn |
The familiar Blinn shading model. |
BrushedMetal |
An anisotropic shading model. |
Cel |
A cartoony shading model. |
Ceramic |
Has bright specular highlights. |
Clay |
A little more fancy than Matte. |
Constant |
A shading model with constant illumination. |
Default |
The default shader. |
DIY |
A Do-It-Yourself shading model. |
Fresnel Plastic |
Supports Fresnel reflections. |
Glass | Create ray traced glass |
Gooch |
An "interesting" shading model. |
IBI | For use image based lighting. |
Image File | For use when you have a texture map with an alpha. |
Jewel |
Specular highlites shaped like stars. |
Matte |
A little more basic that Clay. |
Metal |
The specular is based off surface color. |
Mix |
Mix two shading models together. |
Plastic |
The plastic shading model. |
Swiss Army | The complete ray tracing shading model |
ThinPlastic |
Light can shine through this plastic from behind. |
Skin |
A skin shading model. |
Velvet |
Simulates velvet. |
Layer & LayerOptimoDescription: Add Layer Connection |
AdditiveFXDescription: A function for adding color effects to a base shading model. Typically this is used to add reflection or refraction effects, however you can use this to, for example, subtract specular or diffuse contributions and more!"
Base
K1...
Ch1...
Further Reference: |
Blinn
Description:
Mimics the Maya Blinn shader. |
BrushedMetal
Description:
Based on Greg Ward Larson's anisotropic specular local |
Cel
Description:
Generate flatly shaded objects that look like cartoon |
Ceramic
Description:
Like plastic, but use a glossy specular term with a more uniformly bright core and a sharper falloff.
It's a nice specular function to use for something made of glass or liquid. |
Clay
Description: Oren and Nayar's generalization of Lambert's reflection model. |
Constant Surface Color |
Default
Description:
A diffuse model that ignores scene lighting and uses a simulated light located at the camera position.
This shading model can be useful in scene or model debugging. |
DIY
Description:
A Do-It-Yourself shading model, wherein layers can be added to a base color with a defined opacity. |
FresnelPlastic
Description:
The classic CG plastic with fresnel reflections of the environment. Until you add
environment lights to your scene this may look a lot like regular plastic. If you want the fresnel weighting of the reflection
you must use an environment light created within Slim. |
Glass
Description:
Ray traced glass effects are simple to create with this function. Both
reflections and refractions can be controlled.
Specular Tint
Specular Model
Sharpness
Roughness
Index of Refraction Two Sided Trace Set Max Distance Reflection Strength Reflection Tint Reflection Samples Reflection Blur Refraction Strength Refraction Tint Refraction Samples Refraction Blur |
Gooch
Description:
A modified implementation of the Gooch non-photorealistic lighting model. This
model is described in "A Non-Photorealistc Lighting Model For Automatic Technical
Illustration" in the
Siggraph 1998 Proceedings. Original written by Mike King. |
IBI
Description: SurfaceColor
SurfaceOpacity
Luminosity
Light Source Environment Map
Coordinate System Diffuse Texture Filter Reflection Texture Filter Lerp Reflection Blur
Min Reflection
Max Reflection
Refraction Index
Reflection Coloration
Coloration Weight
Diffuse Blur
Diffuse Strength
Diffuse Coloration
Coloration Weight
Shadows Shadow Filter Indirect Shadow Samples Trace Subset Max Distance For More Information: |
Image File
Description: Opacity Mode S Filtering Mainifold |
Jewel
Description:
Simulate jewel-like light interaction. |
Matte
Description:
The classic lambert shader. |
Metal
Description:
The classic CG metal. Simulates the look of a rough metalic surface. Most believable when used
with environment lights. |
Mix inputA |
Plastic
Description:
The classic CG plastic. |
Skin
Description:
A shading model that should have a visual appearence generally similar to that of skin. Based
on phenomenological information about skin
reflectance from Hanrahan and Krueger, "Reflection from layered surfaces due to subsurface
scattering", proceedings of Siggraph 1993. Based on the work of Matt Pharr. |
Swiss ArmyDescription: Swiss Army is well suited for many ray tracing needs: reflections, refractions, sub-surface scattering, indirect illumination, caustics, etc. That's why it's called Swiss Army; it's got it all. Notice you only pay for the extra ray tracing functionality when you need to. If the intensity of a particular ray tracing operation is set to zero, no ray tracing for the operation will occur. If the intensity of a ray traced parameter is set above zero then that effect will be evaluated. That way you can create reflections via tracing, but you don't pay for any other computations like refractions, indirect illumination, etc. Surface Color Opacity
Incandescence Ambient Strength Diffuse Strength Diffuse Filter Specular Strength Specular Filter Metalness Roughness
Reflections & Refractions Environment Map Sub Surface
Strength Filter Density Max Distance Trace Subset Samples Blur Indirect Diffuse Caustic Strength Caustic Filter |
ThinPlastic
Description:
A simple thin plastic-like BRDF. We call it thin because it includes a transmisison component to allow
light from the back of the surface to affect the appearance. Typical values are Ka=1, Kd=0.8, Kt = 0.2, Ks=0.5, roughness=0.1. |
Velvet
Description:
An adaptation of S. Westin's velvet: An attempt at a velvet surface. This phenomenological model contains three components: |
Pixar Animation Studios
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