Maya Realtime PBR Skin Shader

DirectX PBR Skin Shader implementation for Maya`s Viewport 2.0. Works exactly like the native Ubershader that ships with Maya. Features include Dual Lobe Specular, Back Scatter (Forward Scatter), Custom Subsurface Scattering.

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Maya Viewport 2.0 PBR Skin Shader

Render your real-time characters skin directly in Maya`s viewport using a fullset of features commonly used in the Game Industry!

If your project uses a physically based material workflow (Substance Painter / Quixel Mixer) you will greatly benefit by using this shader to enhance Maya`s native rendering abilities.


It`s a “principled” BRDF

Based on Unreal`s shading model which in turn is based on Disney`s, it follows a set of simple principles:

  • Intuitive rather than physical parameters should be used.
  • There should be as few parameters as possible
  • Parameters should be zero to one over their plausible range.
  • Parameters should be allowed to be pushed beyond their plausible range where it makes sense.
  • All combinations of parameters should be as robust and plausible as possible.
Inputs and Switches
    Lighting
  • Linear space lighting (Switch) – Perform gamma correction.
  • Tone Mapping Function (Dropbox) – Change tonemapping ( None, Uncharted, Aces, Filmic )
  • Shadows (Switch) – Enable / Disable Shadows Map
  • Shadow Strenght (Slider) – Control the shadow amount
  • Shadow Bias (Slider) – Pushes the shadows into the surfaces
  • Inverse Square lighting (Switch) – The light falloff function
  • Double Sided Lighting (Switch) – Enable normals on both sides
  • Values and Texture Maps
  • Base Color (Value and Texture2D)
  • Metallic (Value and Texture2D)
  • Specular (Value and Texture2D)
  • Roughness (Value and Texture2D)
  • Normal (Value and Texture2D)
  • Ambient Occlusion (Value and Texture2D)
  • Extra switches for choosing between flat values or textures
  • Specular
  • Gamma correction on specular and roughness textures
  • Channel selectors for the specular and roughness textures
  • Roughness texture min / max linear interpolation
  • Roughness per lobe and mix – Similar to Unreal Engine
  • Environment Lighting
  • Specular/Diffuse/BRDF Textures – You can create these with IBLBaker
  • Diffuse intensity
  • Environment rotation
  • Irradience Blur – Changes the mipmap
  • Wrinkle Maps
  • Switch to use the vertex color as input – Works with fStretch plugin
  • Ability to use an Atlas or individual masks
  • Atlas tile settings – You can use Texture Atlas Tools from nVidia
  • Wrinkle masks inputs which can be controlled by blendshape values
  • Tesselation and Displacement
  • Same as Maya`s Ubershader
  • Translucency
  • Same as Maya`s Ubershader
  • Subsurface Scattering
  • Ability to use a mask, and texture channel selector
  • SSS Width – Also affects the shadows
  • Deepscatter Map with Parallax – Use this to simulate skin depth
  • Deepscatter (actually ForwardScatter) – for Ears etc.
  • Blended Normals Controls
  • Normal Intensity based on Angle
  • Normal Intensity of Environment
  • Compression Effects
  • Bloodflow simulation – using the wrinkle masks
  • Roughness compression – using the wrinkle maps
  • Skin fuzz
  • Fuzz texture selector
  • General Fuzz using a fresnel
  • Fuzz with blend on the environment specular
  • Fuzz with blend on the specular
Ark PBR Shader Ball