Forgot to also include the "old" 1.1 Shader. You can choose between them. The 2.0 has volumetrics, is way more realistic, but also taxes the GPU/CPU 1.5x-8x more, depending on the volume bounces. For simpler/faster tasks (yet still very realistic) take the "old" 1.1 Universalshader.
Here the TUTORIAL for 1.1, 2.0 is the same workflow (highly recommended):
Incorporated new volumetric system > Unlimited shading possibilities!
Kept the fast 1.1 GPU latency and elegant shader concept.
Kept fully automated internal concept and simple, intuitive settings for artists.
Volumetrics can be disabled (volumetrics socket), so it still works on older GPUs very fast!
Subsurface scattering is separate and fast without volumetrics and still works internally without the memory intensive Blender SSS node!
Note: you will need CUDA 6.5+ and Blender 2.71.6+(official buildbot!) for it to work on GPU. Also 3 GB+ GPU strongly advised for volumetrics!
NOTE: BY-SA means (for me) ONLY that derivative Blender SHADERS are to be SA! (cause it took time to make this shader :-P)
But for the actual work/stills/animation you go unlimited COMMERCIAL, you only give some credit ;-)! Some got confused about if you have to make also your artists work with this SA, NO you dont!. :-)
Optimized node setup, 20% more compact, less nodes, faster render while keeping all features!
Routed Scatter color outside for separate control.
Arranged the settings even more intuitive.
This is the most complete and intuitive shader we (microno and i) could come up with. We hope it is one of the most elegant shader node for blender for now till volumetrics, and maybe after that, and it will improve your work at least by an order of magnitude! ;-)
Fully GPU compliant!
Speed is even faster than the normal Universalshader (i will still update it, it's not "old" :-D), also more compact .
Complete quasi-volumetric/raycasting including SSS
Universal setup, NO sockets, ONE output!
Extremely intuitive parameters for artists
COMPLETE MODEL for any material you want (only physically accurate nodes used!)
Speed and efficient routing and reuse of nodes internally in an very flexible way
IOR driven Surface and Subsurface setup
Texturing with only 2 texture inputs (surface/subsurface)!
Only 10, really easy settings!
Color coded and internal organized for easy tweaking.
Notes for using:The shader is divided in a surface and an subsurface component which is fully IOR driven!
The glossy and specular components are surface interfaces like in real life with full IOR dependency, while the diffuse and scattering components are the subsurfaces.
Like in real life a very high IOR drives the surface fresnel reflection (glossy), while a very high IOR reflective gets a metal (with the IOR reflective value!).Feel free to play around, there are only 10 settings! Once you get the hang of it, maybe you wont want to go back. ;-)
Although this is version 1.0, and should work perfectly in a complete material model, please feedback for bugs.It should be very fast, with optional full dispersion, SSS and scattering and all calculations active on GPU.
In about 10min at 4K with 512 samples (the stanford dragon in the preview) (580GTX)!
A HAPPY NEW YEAR to all artists!