The Layering Library (MILA shaders)

If you head over to the NVIDIA-ARC forum, you’ll see a beginning explanation developer thread to testing the Layering Library. This thread will continue to expand. (You must be a registered forum user. Also, the forum does not recognize users automatically for spam reasons, you need to participate by making a post at some point. This also prevents Bots from swarming the board. Once the shader package is linked you may be able to make a post and download it.)

You can participate there and come back to the blog time to time to see other examples and explanations on the shader library.

These shaders begin the transition to other modern techniques with a flexible selection of components. The features include (but not a complete list):

  • Built-in framebuffer outputs
  • Better importance sampling for faster renders
  • Components as separate building blocks for arbitrary layering. A single library can make shaders for many different things from car paint to skin and more.
  • Non-lightmapping scattering shaders (multi-threaded)
  • Light Path Expression options for specifying framebuffer passes
  • Layers maintain energy conservation without user interaction
  • and more. . .

You’ll also notice a re-branding continuing on the site. The main website address is now: http://www.nvidia-arc.com

They are looking for images to use on the main banner, you can even try your hand at some images with the new shaders!

About David

I am a VFX artist that specializes in Lighting and Rendering. I spend a fair amount of my time supplying clients with artistic solutions as well as technology solutions. With a background in fine art and technical animation training, I strive to bridge the divide between the artist and technologist.

Posted on January 8, 2013, in Developer, shaders and tagged , , , . Bookmark the permalink. 14 Comments.

  1. Been waiting for this for a while! I hope we can figure out how to test this out with 3.10 inside Maya. Unfortunately I don’t have access to standalone but I’d really like to start testing this new workflow as soon as possible so I can switch production as soon as we’ve made sure it’s stable and good to go.

  2. How exactly do you view this thread? I’m a member of the nvidia forum.. is it an invite only thread?

    • Originally the Development Forum was only by invite, but for a time it was unlocked to other registered users. It’s possible it was re-locked later. I’ll send an email, they may keep the forum locked but allow a few invited members in at first to reduce possible noise/distraction.

  3. Great news!
    I hope this could be seen in Maya shader form soon.

  4. It’s a shame we non developer users can’t view the threads =/

    • Once you’re a member of the forum and are approved by participating in a thread, you can gain access to the Beta. The default is designed to keep SPAM bots out of the forum. Once released they are not super-secret shaders. I’m pretty sure they will be shared on the net. But it’s important to know there will be changes made until final release.

    • So do i.But i want to try this shader,Does anyone can share it?
      //best

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