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Maya Viewport 2.0 HLSL PBR (WIP)

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hogjonny polycounter lvl 11
I've basically always been a Lurker ... but I wanted to get some feedback on a work in progress.

I've done some shader writing in the past, for instance I wrote the paper shaders for the lanterns and dragons for this tech demo for GDC 2016:  https://www.youtube.com/watch?v=dVY95DTW8UM

That was a small project done in a couple of months (for VR) ... I was the Producer/Lead, and also did a lot of the Technical Art.  The dragons for example, were animated entirely with a fancy vertex shader (because we didn't have our animating pipeline fully working at the time.)

Anyway, that engine was pseudo-PBR ... like Call of Duty a few years ago.

But I have been interested in going full PBR for many years now, and I have taken a couple of stabs at it over the years (but never got traction at the companies I was working at for whatever reason.)  So I am just doing this purely out of my own interest, a fulfilling pursuit.

I think maya's uber shader is pretty good, but it's not actually very game like, nor PBR.

I want something more like marmoset or sketchfab, in the maya viewport... and I want a material that I could potentially port into a game engine  and have pretty WYSIWYG content creation end-to-end.

I like Disney's plausible ... and I like to learn.  So I've been writing/porting code a few hours a night, a few nights a week (I have NOT invented anything new).  It's not very well documented, and it's not fully featured (some of the more optional values like sheen are not in there yet) ... and if you did want to use this in a game, you'd probably want to slim it down and optimize (but I'll do that some day in the future, I am not dead yet.)

If anyone is interested in taking a look:
https://github.com/hogjonny/Maya-PBR-BRDF-VP2
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