• shaders allow u to customize anything u want
    • rather than just having textures, u can also animate these, blend them with other things, multiply into the scene, etc
  • imagine the mesh (the structure) first, then the shaders on top of it

  • different particles use different blending modes
    • “how should this combine with the background?”
  • for example, the halo has a multiplicative effect around to make the background darker

  • refraction
    • distorts the image

  • the shader can then take lots of different textures and combine them in different ways
    • the pink smoke like effect most likely a texture that is mapped along the whole shape
  • this is outside of particle effects, it more like, you have a mesh, and u want it to look a very specific way so u use shaders

  • a more render pipeline related thing
    • shadows requires lots of processing on GPU. GPU needs to know about the world in order to cast shadows
    • most bg is mostly well lit
  • you render the scene from the point of the view source, and u only render how far away the geometry is
    • and you can use that info in the usual frame to know where the shadow/light is hitting a certain point or not

  • skill is special subsurface scattering
    • light enters something, and scatters under in the surface, then the light gets back out
    • some wavelengths are absorbed
  • so in skin, white light goes to skin, some light is absorbed, and u have a red light going out
  • different parts have diff properties
    • lips have glossy property
  • all of these things are defined in the shader
    • where do we want it to be glossy? mat? subsurface scattering?
  • hair rendering is surprisingly difficult

  • Fresnel
    • as something starts to face away from you, you get a stronger light
    • works best for relative smooth surfaces