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This is a measurable value, and there are many online resources documenting the IOR of common materials. The Index of Refraction relates to the angle at which light bends as it enters the surface.
MAYA 2018.3 SKIN
For example, human skin can have a reddish color because as light scatters, it becomes colored by blood and tissue beneath the skin. Put simply, this allows you to control how much from each color channel the light absorbs or reflects, based on the material of the object. The Scattering Distance controls the intensity of the light scatter as well as the color. You can easily locate your HD asset from Project Settings > Graphics > Scriptable Render Pipeline Settings. You will also need to assign it to your HD Render Pipeline Asset. If you need to create a new one, you can do so with Create > Rendering > Diffusion Profile Settings. If you are using the sample project or launched into an HD project using the project template, you will already have a Diffusion Profile Settings asset. In the HDRP, Diffusion Profile Settings is a unique type of asset that houses Diffusion Profiles. The total amount and angle of the scatter, as well as the resulting color (and color seen from the light bleeding), is controlled by the Diffusion Profile. To generate a map, invert your mesh surface normals, bake ambient occlusion, and then invert the ambient occlusion map. You can paint a thickness map by hand, or generate one in an external application such as Substance Designer or Maya. This “distance” that the light can penetrate is a value controlled by the thickness map, whereby the thinner your values (closer to black in the map), the more apparent the effect of Subsurface Scattering becomes. The further light penetrates into the object, the more the lighting becomes attenuated and diffused. Surfaces utilizing Subsurface Scattering will exhibit a softening of the overall lighting effect, bleeding of light into neighboring areas, and blurring of small surface details. You can access these settings by selecting the gear icon in the top right corner of the Shader Graph Master Node. To use your bent normal map for Specular Occlusion, you must set the Specular Occlusion Mode in the shader settings to From AO And Bent Normal. (However, for your bent normal maps to work correctly, make sure you use Cosine distribution when generating them.) You can generate bent normal maps from applications such as Substance Designer, XNormal, or Knald. When used in combination with an AO map it can also provide specular occlusion, which means that you can add occlusion into the reflection on your mesh.
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Increasing Coat Mask to anything past 0 will increase the cost of your Shader.īentNormal allows for input of a special type of map that improves the indirect lighting (GI) for your asset. The material assigned to this apple is transitioning between CoatMask value 0 to 1.Įven though CoatMask is a default input on the Lit Master Node, make sure you only use it if it is important for creating the look you are going for.