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Shaders
Exploring shaders for PBR (Physically Based Rendering) workflows and beyond, I focus on solving unique challenges and achieving distinctive looks. I keep a procedural approach, using Maya Hypershade for rendering and Unreal Material/Blueprint for real-time projects. For instance, solutions like Triplanar mapping and RVT (Runtime Virtual Texturing) without UVs, along with curvature-based solutions, procedural textures, shaders, and more.
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