Norrsken
PBR is a realtime PBR shader that allows the user to display full PBR in the
Maya viewport. The main goal was to make previewing game assets or animations
as simple as possible. I wanted the user to just take their exported textures
and their favorite HDRI without needing to worry about dependencies or other
roadblocks.
How to setup: https://youtu.be/mLUW1APpfOQ
The shader has support for both spec/gloss and metal/rough pipelines. The shader has limited support for texture packing like the Unreal4 packing standard and The Game Assembly's packing standard for the spite game project.
For
more documentation: https://pontus-canback.artstation.com/pages/norrsken-pbr
Download v1.0: https://drive.google.com/file/d/1iHW4jDHW6Eoj5dmzbR244RkKfe1ELCNr/view?usp=sharing
Examples:
Features:
- Metal/Roughness pipeline
- Specular/Glossiness pipeline
- Texture Packing: Unreal Engine 4, The Game Assembly Spite
- DirectX/OpenGL normal map standard
- Transparency: clipping and blend with Maya's native alpha sorting
- Emissive and emissive multiplier
- HDRI/HDR support with brightness level
- HDRI error diffusion
Happy Rendering!
Replies
Edit:
I am very impressed by your work man, this is exactly what i was dreaming of. Nice clean shaderfx PBR , without having to use Stingray Restrictive context. So far the result are very good and the shader has a beautiful logic. If you have a patreon or gumroad i would be glad to donate some bucks. I was hoping that AD finally decide to do something similar since 3 years ...