Shaders

Summary:

CG Shader Samples in Maya

While at Blue Shift Inc. I learned from and contributed to our collection of CG fx shaders. I worked on everything from dirty glass, to scuffed and tinted metal, to eyeball shaders with fake catch lights.

For "Blitz The League II", I worked on complex multi-layered shaders for the football field and players. They incorporated a mud-splatter system utilizing swizzled mask-pack textures to dynamically reveal weather effects from multiple directions (no screen shot because of copyright concerns).

Flip Book Shader

Summary:

Texture with numbered frames
Flip Book Shader in Maya

The "Flip Book" shader is a real time cg shader which allows artists to apply flip book or zoetrope-like animations to a polygonal object. It was originally designed for scoreboards and street signs, but could be applied to anything from an in-game PDA readout to a polygonal particle emitter. Though I re-used some lighting functions from other shaders, most of this is my own work.

The shader uses a texture map comprised of individual animation frames arranged in a grid. Using artist defined parameters, it jumps an object’s UVs along that texture incrementally (at a user defined speed). As it reaches the last frame in a row, it drops to the next and so on until it reaches the last frame and loops back.