July 12 2009
This flexible light shader allows the user to control a light’s color and falloff via gradient controls.
Unlike realistic light shaders, minLight is designed to give the user full control over the color and falloff of a light source by providing ramp controls.
A color gradient controls the light’s falloff, so you could have a light that is white near the source and fades to blue as the distance increases. This can be very useful when designing a specific look for a scene, even though it is not necessarily a photorealistic effect.
minLight also allows you to control the shadow color with a ramp that works independently of the light’s color ramp.
Usage
Simply plug minLight into your shader’s light slot, choose a pleasing combination of colors and hit render!
June 25 2009
In a free moment I was playing around with the iridescent coating feature of my PhysicalMaterial shader when I noticed I hadn’t posted an example of this feature yet, so here we go.

Notice the soap-like coating around the statue. This somewhat uncommon optical phenomenon is called iridescence and is, to quote Wikipedia, “caused by multiple reflections from multi-layered, semi-transparent surfaces in which phase shift and interference of the reflections modulates the incident light (by amplifying or attenuating some frequencies more than others)”.
Right.
Anyway, I built it into my shader because Maxwell’s shading system offers the feature and that’s what my shader is based on.
Not that I have the slightest idea what I would personally use this effect for at the moment, but I’m sure it has its uses in some productions.
May 16 2009
Reptile was born out of the minShaders library and includes shaders that deal with procedurally generating variation and diversification.
In many shots an artist needs to create countless variations of a single shader so that every object looks slightly different from the others. The Reptile shaders spare you the hassle of manually creating the ever so slight variations by procedurally generating any number of permutations of the object’s attributes and by randomizing texture attributes.
May 5 2009
PhysicalShaders is my collection of shaders designed to produce photorealistic results based on research of the physical properties of surface materials and camera optics.
The shaders are fine-tuned to complement each other and offer best results when used in combination. For example, using the PhysicalCamera with a PhysicalLight will by default produce physically correct lighting comparable to the output of a 100W light bulb photographed at ISO 100, f8, 1⁄100.
All shaders expect the scene to be modeled to scale for accurate results.
May 2 2009
minShaders is a collection of shaders I developed to facilitate my work as a shading and lighting artist. Some of these shaders reach as far back as 2003 but remain useful even today.
The shaders range from simple utility nodes to one-off tools for unique problems and convenient helpers in everyday production situations. My more complex all-round solutions for toon shading, randomization and physically correct shading have been divided into separate collections for clarity.
Please note that unless there is an obvious download link, the shaders are not publicly available.
The minShaders library currently consists of the following shaders:
April 13 2009
Here’s a little treat for everyone looking to play with some new shaders in mental ray tonight.
I had a little spare time and I decided to finally begin releasing some of my minShaders for mental ray. I’ll start out with the minMatcap material that can simulate the look of ZBrush’s Matcap material.
This is without a doubt the most simple shader in my library and as such I guess it doesn’t need much documentation, so it’s a candidate for a quick no-frills release.
Download
Download minMatcap (Windows x86, x64 and Mac OS X, works in Maya and 3ds max)
The great thing about the shader is that it makes it really simple to achieve a specific look which might otherwise require a complex shading and lighting setup. I don’t know how useful this is in everyday production, but for showing off your models it is perfect.
The library comes with a couple of texture samples that should get you started.
It is however a trade-off between flexibility and speed… this shader has no parameters and gathers all it’s data from the texture sample. I have been working on a more advanced version of the shader that offers some more options but for now this is all you’re getting… ;)