V-Ray’s implementation of the Anders Langlands’ alSurface shader
Oct 07, 2016 by Joel LeLievre
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Chaos Group has posted a blog entry that discusses V-Ray’s implementation of the Anders Langlands’ uber-shader, also known as the Arnold alSurface shader. This shader allows users to recreate most surfaces including, solids, metal, transparent, reflective, and even Sub Surface Scattering such as skin. You can visit the Chaos Group website to read the full article and to download the V-Ray version of the shader.
I have played around a bit with this shader and it’s just plain awesome!!! We will see more and more realistic character rendered with V-Ray and now i just can’t think of something missing to V-Ray!
You can see some of my tests with this shader as well as comparisons with other SSS methods on my blog: http://www.strob.net/
After a long life in Weta, this shader is now public…another intelligent vray implementation. Every morning a vray developer wakes up and he knows he must outrun the fastest Corona and other young guys (read fstorm)or it will be “killed” 🙂
I also tried fstorm a bit and it is truly amazing and pure fun to use. The SSS shader in fstorm is as good as the alsurface and it renders a lot faster. But there is no image filtering so you get dancing pixels and alisaing a lot. there is no displacement yet but once those details get out of the way it will be a serious problem for V-Ray.
Wasn’t fstorm subject to legal action by Corona?
not corona…otoy
lol it’s not Corona but Otoy (who make Octane) a few of the same letters but not in the same order!
I don’t really agree about the SSS, but we already discussed this on the V-Ray forum in more detail. As for the rest… we’ll see, right 🙂 Karba is quite a smart guy and I wish him good luck.
Vlado…probably the best vray feature 🙂