Maneki PBR — The Tools

Maneki PBR is integrated in Autodesk Maya (and soon in The Foundry Katana) as a plug-in consisting of a set of materials, volumes, procedural patterns, emitters and utilities for Physically-Based Rendering (PBR). It is designed to work optimally with the 3Delight path tracer and its unique rendering capabilities. Maneki PBR tools are 100% compatible with the Maneki Toon ones, this effectively allows pushing visual style to hybrid photo-surreal results.

The Maneki PBR Shelf




All Purpose Materials


...

Simple

Material PBR

Simple is a physically plausible single layer general purpose material, aimed a reproducing a wide range of materials, from dielectrics to conductors. We recommend it as the default choice to start look development. It features all the essential shading capabilities you can expect, such as incandescence, diffuse and specular reflection, sub-surface scattering, bump mapping and transparency. We call it "Simple" because of its simpler parametrization, but it's in fact one of the basic building blocks for look development.

jcubeSimple Graph
...

Standard

Material Dual Layer PBR

Standard is a general purpose, physically plausible, dual-layered material, aiming at reproducing a wide range of materials. Amongst its features one can count with incandescence, varnish and coatings, and a substrate with diffuse and specular reflection including anisotropy. Unlike Simple, it also includes "flakes", allowing the user to model metallic paints and the appearance of some car paints. It also includes sub-surface scattering, individual control over bump mapping for each layer, and transparency. Lacking the need for any of its more advanced features, Simple should be used instead.

Lighting & Blocking


...

Clay

Material Utility

Clay is a simple diffuse-like material aimed at helping the artist in the lighting and blocking phase. It's specifically designed to evaluate the lighting and shadowing in your scene while providing a series of diagnostic outputs for visual shape inspection, such as reflection lines, while also providing other surface information modes such as UV, ST parametrization, and utilities such as facing ratio, IBL environment, surface normals. It also provides control over bump mapping and transparency.

jcubeClay Graph
...

Diagnostic

Utility

Diagnostic is an utility shader aimed at diagnosing and evaluating a large number of geometry and lighting properties. Amongst its plethora of diagnostics and visual shape inspection modes, the user has access to color, shading information, ambient and reflection occlusion, motion vectors, reflection lines, surface curvature, light overhead, and many many more.

jcubeDiagnostic Graph
...

Emissive

Material PBR PSR

Emissive is a material that allows the user to represent the appearance of an incandescent light source. It can be used to make geometry emit light, independently of area lights, and it features a specular reflection layer on top of its emissive substrate, with physically plausible attenuation. It can, and ideally should be used in conjunction with the Blackbody shader, to represent blackbody radiators accurately, and its useful both in the lighting and blocking phase as well as for final imagery.

jcubeEmissive Graph

Layering Utilities


...

Layered Shader

Material

Layered Shaderis a utility shader that allows the user to stack different materials with user-set blend modes. It has the potential to allow the creation of a wide range of material appearances, from physically-plausible to non-photorealistic.

Back to top ↑

...

Layered Texture

Pattern

Layered Texture is a utility shader that provides the user with the ability to stack a large number of textures with user-set blend modes. It features a compact UI, the ability to easy turn on or off any of its large number of inputs and blending modes familiar to anyone used to applications such as Photoshop.

Back to top ↑

Specialized Materials


...

Foliage

Material PBR

Foliage is a physically plausible dual sided material with the ability to render translucency. It was created to satisfy the demand for a fast material able to render large number of alpha masked trees and general vegetation, without the expense of sub-surface scattering.

Back to top ↑

jcubeFoliage Graph
...

Glass

Material Dual Layer Volume PBR

Glass is a dual layered physically plausible glass shader, with the ability to represent a wide range of material looks. It includes a dust layer, allowing the user to model the appearance of glass contaminants. It gives the user the ability to use real world measurements for some common glass types, and it includes dispersion, also user set or data-driven. It also includes support for incandescence with blackbody radiation, allowing the user to represent the appearance of molten glass.

jcubeGlass Graph
...

Hair

Material PBR

Hair is a physically plausible hair shader allowing the user to render hair and fur accurately, with primary and secondary reflections, absorption, and specular glints. Unlike other hair shaders, it considers the scattering of light in a volume of hair strands, not only on individual hair strands.

Back to top ↑

...

Hair NPR

Material NPR PSR

Hair NPR is a fast hair shader meant for non-photorealistic rendering, with support for primary and secondary specular reflections, transmission, specular glints. It was created in order to satisfy the requirement for a fast shader to render hairs without the need for all the complex visual details that are present in a physically based rendering shader such as Hair.

Back to top ↑

...

Metal

Material Dual Layer PBR

Metal is a dual layered physically plausible shader that essentially models conductors. It has amongst other features, a coating or paint layer, and a set of accurate data-driven presets for common metals. It also supports anisotropy, and has an oxidation layer which allows the user to model the visual appearance of metal tempering and also includes blackbody radiation incandescence, allowing the user to model the appearance of molten metal for instance.

Back to top ↑

jcubeMetal Graph
...

Skin

Material Dual Layer PBR

Skin is a physically plausible shader with dual specular layers and sub-surface scattering, allowing the user to model the appearance of dry and wet skin. It was created to fulfill the requirement for a fast material that would be able to represent the human skin in a wide range of environments.

jcubeSkin Graph
...

Thin Glass

Material PBR PSR

Thin Glass is a simple single-layered thin glass shader meant for fast preview and rendering of glass like materials, without the need for all the details and features provided by the fully fledged Glass shader. It's meant to be used with thin panes of glass where change of direction due to refraction is negligible and the visual appearance is dominated by Fresnel reflection effects. It also provides thin film interference to model the appearance of soap bubbles and a basic dust layer to provide some degree of control over contaminants.

jcubeThinGlass Graph
...

Water

Material Volume PBR

Water is a physically based coupled surface and volume shader tailored specifically to render water volumes with (or without) absorption, and in-volume fog, giving the user the ability to model the visual appearance of everything from water in a glass, to ocean waters, to murky riverine water.

jcubeWater Graph

General Utilities


...

Blackbody

Utility PBR PSR

Blackbody is a utility shader meant to be used in conjunction with either the Emissive shader, or with the incandescence terms of shaders that don't support blackbody radiation. It is a blackbody radiator with control over the temperature either directly in degrees Kelvin, or in a more intuitive zero to one range. It also provides the ability to tonemap the color output.

jcubeBlackbody Graph
...

Blend RGB

Utility

Blend RGB is a special utility that takes as input a single color texture containing a "RGB mask" (plain color data) and outputs three blended (over/added) user-defined colors. It is typically used in conjunction with Toon to define the tonal range changes of colors on a siingle geometryu based on UV isolated areas on the input texture.

Back to top ↑

...

Grit

Utility

Grit is a simple utility shader meant as an accessory for the creation of eroded or corroded materials. It does this by providing geometry edges and concavities information via surface curvature and ray-tracing.

jcubeGrit Graph
...

Mat Cap

Utility NPR

MatCap is a simple utility shader for "material capture". It's a complete material that includes baked-on illumination, and as such, it is mostly useful as an aid during modeling since it will not react to illumination and shading of its surroundings. It can also be useful as visual shape inspection tool or for non-photorealistic rendering. It was popularized by applications such as ZBrush.

jcubeMatCap Graph
...

Randomizer

Utility

Randomizer is a powerful utility to randomize colors/textures via HSV controls. Randomization criteria is based on a several types of "manifolds" such as geometry ID, asset ID, face ID and Maya set membership. HSV randomization can be performed over a single color or over multi-colors. Randomization over a fixed palette is also possible.

jcubeRandomizer Graph
...

Ray Switch

Utility

Ray Switch is an accessory switching utility similar to Maya's switch node, allowing the user to pipe the inputs according to the ray type being evaluated by the renderer.

jcubeRaySwitch Graph
...

Texture Switch

Utility

Texture Switch is a simple utility used to switch textures based on a numeric index which can be optionally keyed. It is useful to switch textures upon user-defined conditions.

Back to top ↑




Made by

J CUBE

Trusted and used in production by

PPI

Integrations for

Powered by

3Delight

Japan Reseller

Crescent




Copyright © 2017 J CUBE Inc. All rights reserved.
The Brand Maneki logo is designed by @pberto.
J CUBE Inc. is a company of Polygon Pictures Holdings.
Other registered trademarks are property of their respective owners.