Change the Microfacet Distribution to ggx. The Diffuse Weight is already at 0.7 and so a value more than 0.3 would exceed 1 which would not be physically accurate. Connect the file texture sven_diffuse_u1_v4 to the Diffuse Color of the Standard shader.
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To get a realistic skin shading effect we could use the Ai Skin shader, however, our character is quite stylized and so to keep it simple we will use the Standard shader. More information about Specular Fresnel can be found here. Space suit Standard shader with file texture connected to Diffuse Color Increasing the Reflectance at Normal value gives the material a more metallic-like specular reflection, so keep it to a low value such as 0.05. Fresnel has a large effect on almost all materials such as glass, water and smooth coated surfaces. GGX is suitable for modeling light reflection from surfaces more realistically than Beckmann.Įnable Fresnel. Change the Microfacet Distribution to ggx.
Maya will automatically connect the file texture to the Diffuse Color, which is what we want.
We want to convert these shaders to more physically accurate shaders within MtoA. The scene contains various Blinn and Phong shaders.