Aisurface shader for vray
Where to get and try the alSurface shader
The shader is currently available for download in our Guithub:
https://github.com/ChaosGroup/vray_al_surface/releases
Installation for 3ds Max
Copy the .dlt file for your 3ds Max version to the [maxroot]\plugins\vrayplugins folder.
Usage in 3ds Max
The material is called VRayALMtl.
Installation for Maya
Windows
Copy the file vray_BRDFAlSurface.dll to the folder with the rest of the V-Ray plugins (f.e. C:\program files\autodesk\maya2016\vray\vrayplugins)
OR
Add the path to the vray_BRDFAlSurface.dll to the environment variables VRAY_FOR_MAYA2016_PLUGINS_x64 and VRAY_PLUGINS_x64
Linux
Copy the file libvray_BRDFAlSurface.so to the folder with the rest of the V-Ray plugins (f.e. /usr/autodesk/maya2016/vray/vrayplugins)
OR
Add the path to the libvray_BRDFAlSurface.so file to the environment variables VRAY_FOR_MAYA2016_PLUGINS_x64 and VRAY_PLUGINS_x64
Usage in Maya
You can create the new material from Create > V-Ray > Create from V-Ray plugin > BRDF material. From that list select BRDFALSurface.
最大的区别是什么?简单弱智高效,下面是原文
Here is a breakdown of those differences:
Diffuse:
VRay Skin Mtl:
alSurface:
Sub-Surface Scattering:
VRay Skin Mtl:
alSurface:
Specular:
VRay Skin Mtl:
alSurface:
Other notable differences:
The IOR values that are used for the Fresnel are different in both
shaders based on how the fresnel calculation is
made.
The VRay Skin Mtl uses glossiness, so high values are more shinny, the alSurface shader uses roughness so high values are more diffuse. So if a map is used for one it needs to be reversed if it is being applied to the other.
The VRay Skin Mtl blends in diffuse, meaning a value of 1 is 100% diffuse. The alSurface shader blends in SSS meaning that a value of 1 is 100% SSS. If a map is used, such as a Single Scatter Map, the map would have to be reversed before it can be applied.
http://s16/mw690/0021Bfprzy75UUfUsov0f&690shader

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