- Tue Mar 18, 2014 2:14 am
#378890
Okay, so you know how you might have a material like a metal, and you might map roughness so that it doesn't look so uniform and CG?
And do you also know how when making a complex material you might layer gold on top of plastic through a layer mask?
Does anyone ever, say, turn gold gradually into plastic by correctly mapping every single parameter that differs between the two?
It's a big hassle to set up the maps but if you do it right you could create quite a few materials in which the parameters ramp from one material to another to another to another, and yet the whole material would maybe only be one layer deep.
Aside from being complicated to do, is there any merit in mapping material parameters in such a way as to radically alter the material over space, and not just make it a bit rougher here and there or add a layer of dust on top?
Granted there are times when you don't want a material halfway between one thing and another. You want one material 50% ghosted over another. And there are some parameters you can't map, like force Fresnel -- it's either checked or not. But what do you think?
And do you also know how when making a complex material you might layer gold on top of plastic through a layer mask?
Does anyone ever, say, turn gold gradually into plastic by correctly mapping every single parameter that differs between the two?
It's a big hassle to set up the maps but if you do it right you could create quite a few materials in which the parameters ramp from one material to another to another to another, and yet the whole material would maybe only be one layer deep.
Aside from being complicated to do, is there any merit in mapping material parameters in such a way as to radically alter the material over space, and not just make it a bit rougher here and there or add a layer of dust on top?
Granted there are times when you don't want a material halfway between one thing and another. You want one material 50% ghosted over another. And there are some parameters you can't map, like force Fresnel -- it's either checked or not. But what do you think?