Meet physically accurate uber-shader for Cycles:
If you've been following recent trends in Blender community you're probably familiar with what PBR is (for those of you who don't know it's physically based rendering). Unfortunately for many artists the subject is quite difficult to implement because of it technical bias. That's why I (confidently understanding all the intricacies of physical optics) decided to combine many physical principles, effects and phenomena into one easy to use shader.
From a physicist for artists:
Being a physicist I was able to make sure that accuracy and consistency of models implemented in the shader are unprecedented for the Blender Market. But being also an artist I endeavored to make these models easy to use and understand.
Should you buy it?
Totally yes, if your work with Blender is tightly connected with rendering. Ability to create realistic materials and to forever forget endless process of trial and error when constructing good-looking shader is at your arm's length.
If you are still not convinced that this product is for you, or can’t see the difference between this and other (maybe even cheaper) pbr shaders on the Market, then have a look at the list of features (all images below are renders, done with UNIVERSAL uber-shader):
- Unique continuous dispersion model (for refracting all colors in spectrum differently as opposed to available on market simple 3-layer models, refracting only red, green and blue differently)
Left: continuous dispersion. Right: common on Market 3-color dispersion
- Scattering model combining diffuse, subsurface and translucent scattering
Left to right (decreasing scattering strength): diffuse, subsurface, translucent scattering
- Accurate light absorption
Example of both absorption (see how light's getting greener with greater depth and silhouette's of monkeys blur)
- Light interference in thin films (for coating material)
An example of light interference in thin film - soap bubble
You can be creative and recreate an effect called photoelasticity. A phenomenon occurring usually in plastics when it's been deformed and in polarised light you can see similar squiggly rainbow pattern
- Accurate Fresnel computing allowing for conductivity (metalness) and roughness
- User-friendly control for edge tinting for metals
Example of edge tinting (colors are so vivid just for demonstration and do not represent any real metal)
- Fake caustics (the only not physically accurate thing in the shader)
Example of caustics with HDRI lighting (more like transparent shadows)
- Birefringence (for making sophisticated refractions in crystals. See wiki for more information)
Example of the same simple birefringent object rotated differently
- Color anisotropy (for creating different colors in crystals based on angle of view)
- 24 presets (see product images)
- Additional utility node-groups
- Added dispersion for reflections. It can be used to achive quite a rare but nice-looking effect:
It's availiable through dispersion slider (value can be negative or positive) in following shaders: CLEAR COAT, METALL (FULL), OPAQUE (FULL)
- Added offline documentation (see link in Documentation section above)