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MILA updates

On the nVidia forum you’ll see the Layering Library continues to evolve. New features will include:

  • Improved weighting between layers
  • A Quality control for glossy reflection and refaction (to replace ray count). This handles these effects based on roughness and importance. (Changing the roughness of a surface no longer requires re-tweaking ray counts for smooth renders) Also includes a global scene control defaulted to 1.0 as a String Option This will allow developers to improve and change the algorithm without interrupting the user’s workflow.
  • A new and improved flakes shader that will continue to evolve with more flexibility including cellular noise, different distribution, and shapes. Users can control weight, density, perturbation and more.
Multi-level and color flakes

Multi-level and color flakes

Something to note about the flakes shader is the use scenarios are going to be beyond that of metallic flakes. Think of cosmetics packaging and snow for instance. Some more controls and a node-based design will help you to combine these in more ways. The previous issues with repeating patterns found in the flake shader have also been resolved.

**IMPORTANT: A change in controls will often cause a break in Maya for previous scenes. You may find your assigned shader groups are no longer attached to a material. Also, the current documents need updated in the next release**

Flake Applied as Glossy Reflection Layer Bump

Flake Applied as Glossy Reflection Layer Bump (more subtly can be used to simulate “orange peel” effect)

Flake as a Weight to red Glossy Reflection
Flake as a Weight to red Glossy Reflection