Before creating the Mastering V-Ray course, I spent a long time refining a complete range of shaders. In order to make that process easy, I had to re-invent a shaderball to encompass all the features neccesary to understand not only how a shader looks but how it works.
I’m more than happy to share this with the community with the sole condition you don’t change the attached textures. Thank you!
Dome lit with optional V-Ray light for increased specular highlights
Constructed in CAD for perfect bevels
Author Details included
Camera angle positioned to see short and far DOF Effect
Camera angle positioned to half the reflect floor / environment
Scale increased for visualising larger surfaces
Floor detail to more easily determine shadow direction
Subtle checker pattern / lines on floor to help eye distinguish depth
RGB clor wheel for AA analysis / reflecting into shaderball
Varying degrees of white for adjusting light intensity and color
through the use of V-Rays color sampler
“Manufactured” details important for believability!
Cones added for visualising SSS depth
Ability to see bump on flat surfaces
Optimised render settings specific to this scene
NOTE- Round shapes pick up highlights the best and should make up the majority of your shaderball however variation is always the key!