Above is time-lapse of the latest shader that I've worked on while at my NASA internship, this shader is meant to create a photorealistic material for the metal hull of the aircraft. This will be used in the Electrified Powertrain Flight Demonstration Simulator.


Above is my Cracked Wet Sidewalk project and a timelapse of the graph is down below! I made this material for my overgrown park project. The inspiration for the material and project is that I used to work at a front desk in the Salesforce Tower in San Francisco every day and the Salesforce Park next to the tower was very beautiful, like a zoo for plants! I used to joke with security about how the park would be the prime spot to hunker down for the zombie apocalypse.

Black Hardwood

Dark Brown Hardwood

Gray Hardwood

Light Brown Hardwood
This project above is my realistic hardwood material. I created some exposed parameters for things like the size of the nails in the planks. How many planks there are, as well as the levels of the cracks in the wood so that this would be customizable for different environments. I made four varieties: Black, Dark Brown, Light Brown, and Gray to choose from.
To the left is a video of my explanation of how my graph works for my Clean Tiles project, as well as some small insight into my thought process for the project. I've been trying to keep my projects more organized, since it can be easy to get lost in the node noodles. In order to achieve the soft lumpy texture of the tiles I used a fractal sum. I think that detail is what makes them look most real.

Plane of tiles
