Login and Sign Up
When first running the app, this is the initial loading screen. Users are needed to Sign In or Sign Up to get access to the Shader Database. You can also use the app without Database access, which means you wont be able to download or update your shaders.
Please provide a valid email address and use a strong password. If you forget your password and try to Sign In you get the option to reset your password.
New Shader notification
This is the main Gallery View and on initial launch you get the notification that new shaders are found. Just download them, and get access.
This is the main Gallery with a populated Shader Database. In the top left you see a Menu Icon and on the right side Favorites and Search. You can tap on any Shader to get a detail view with reference images and more information.
Here you can quickly change UI modes for a bigger thumbnail view, or the default detail view. You can change color schemes to light and dark and you have other options for the app.
The first item is the option to remove in app ads. Check for Material updates, queries the Database and checks for new shaders. Reset Material Database, removes all entries and does a fresh install from the Database. The next to options are for you to get in touch with the developer by just reaching out or suggesting new ideas. In the top right you also have the option to logout/login.
A detailed view of a shader where on the top is a close up render of the material and a short description. Below that you will find the material properties which are interesting for 3D application/renderer. At the bottom you will see reflectance curves and additional reference images.
Favorite and Search
In the main gallery view you can quickly access your saved favorites via the heart button. Next to that you can search the Database for a specific material. Like "Glass" or "Dielectric" etc.
These shader properties are relevant for different renderers and shaders. Therefore the app displays several options for different use cases.
- With Arnold 5’s aiStandardSurface you would use the Reflectivity as BaseColor and EdgeTint as SpecularColor for metallic shaders.
- With renderman pxrSurface shader you can use both options, Reflectivity as FaceColor and EdgeTint as EdgeColor or Eta as Refractive Index and Kappa as Extinction Coefficient
Reflectivity is defining the base reflection at normal incidence of the material. It can be used for dielectrics ( Base Color / Diffuse ) or for metals as Reflectivity.
Edge Tint is defining the reflection color at glancing angles of the material. For metals this values has RGB information for all dielectrics this value is pure white.
This parameter is meant to describe a physical refractive Index the dielectric index of refraction for the material.
Kappa (Extinction Coefficient) is a second refractive index for the material useful for characterizing metallic behaviors.