Overview
Shader computes per-pixel shading with the standard Diffuse + Specular model, using the EXR's auxiliary AOV channels:
- Normals: the direction perpendicular to the surface
- Position: the 3D coordinates of the surface
With this data + a light direction (and optionally the Camera Position for Specular), you can recompute the shading as if the scene had been lit differently. Not a full re-render, but a convincing approximate relight.
Where to find this node
- Effects Library:
Tools > Deep Pixel > Shader - Quick add: right-click in the Node Editor →
Add Tool > Deep Pixel > Shader
How it works
- Diffuse (Lambert)
- Intensity = max(0, dot(Normal, Light Direction)). Surfaces facing the light = bright, surfaces at an angle = dark. The classic diffuse lighting model.
- Specular (Phong)
- A shiny reflection computed from the angle between the light reflection and the camera direction. Specular highlights.
- Light Direction
- Directional 3D vector of the light. Change it to change the orientation of the lighting.
Inputs
- Image (orange) - beauty image (texture / albedo) to shade.
- Normals (green) - Normals channel (from a multilayer EXR or a specialized node).
- Position (blue) - optional, for precise Specular computation.
Setup
Relighting a 3D scene:
EXR (Beauty + Normals + Position) → Shader (Light Direction = top)
→ MediaOut (relit)
Adding secondary lighting in post:
EXR → Shader 1 (Light = original position)
→ Add (with)
→ Shader 2 (Light = new source)
→ MediaOut
Post-render specular tuning:
EXR → Shader (high Specular Power for crisp highlights)
→ MediaOut
Full relight workflow:
EXR → Channel Booleans (extract individual layers)
→ Shader (custom lighting)
→ Color Corrector (final mood)
→ MediaOutControls tab
- Light Direction X / Y / Z (defaults: 0,1,0)
- 3D vector of the light. (0,1,0) = light from above, (1,0,0) = light from the right. Animate it to change the lighting over time.
- Light Color (default: white)
- Color of the light. Lets you add warm / cool / colored lighting.
- Diffuse Strength (default: 1.0)
- Intensity of the diffuse component. 0 = no diffuse, 1 = standard, 2+ = exaggerated lighting.
- Specular Strength (default: 0.5)
- Intensity of the specular highlights. 0 = matte surface, 1+ = glossy surface.
- Specular Power (default: 32)
- Concentration of the specular. Low = spread-out highlights (matte), high = crisp highlights (glossy).
- Camera Position X / Y / Z
- Camera position for the specular computation. Must match the original render camera.
- Normals Channel / Position Channel
- Source channels for the normals and position data.
Use cases
- Post-render relighting - change the orientation of the main light of a 3D scene without launching a long re-render.
- Adding secondary lighting - rim light, fill light, alternate key light = added in post with several combined Shaders.
- Tweaking weak specular - the 3D render has highlights that are too weak: Shader boosts them without a re-render.
- Multi-pass lighting consistency - different 3D passes with separate lighting: unify them through Shader = more consistent.
- Stylized toon shading effect - very high Specular Power + saturated Light Color + stylized Diffuse = a cel-shaded / anime look.
- Lighting animation - animate Light Direction = light that moves over time (sun motion, dynamic lighting).
- Matching a multi-source shot - harmonize the lighting of several 3D assets rendered separately.
Tips
- A Normals AOV is required - without a Normals channel exported by the 3D engine, Shader does nothing useful. Enable the Normals AOV in 3D.
- Position for precise Specular - without Position, the Specular is less precise. For pro relighting, plug Position in too.
- Correct Camera Position - the Specular depends on the camera. Grab the camera coordinates from the 3D render for accuracy.
- Visualizing Light Direction - animate Light Direction X from -1 to 1 to see the effect on the shading. Helps you understand the vector convention.
- Combine several Shaders - add up the contributions of several virtual lights with an Add (Channel Booleans Add) between Shaders.
- Limits of the model - no shadows, GI or refraction. It is direct shading only. For photorealistic quality, re-render in 3D.
- Combine it with the original Beauty - adding a Shader-only pass on top of the original Beauty (Add or Multiply) gives more finesse than replacing it entirely.
- For pro workflows, prefer a 3D re-render when possible - Fusion's Shader does approximate relighting, not full physics.
