- Sat Dec 03, 2005 6:45 am
#90256
MATERIALS -
There is, more or less.. only one type of material now. BSDF. Coatings are very special.
For things like carpaint, you just stack Basic Materials. But don't look at the "Material Layers' Window like it's actually stacking, top to bottom. In fact, that's going to be relabeled so it's not confusing. You don't have to think top-down, like in photoshop.. you just make all the various elements of your overall shader, and control the blending through the BASIC WEIGHT MAP. Make sure the sum total of all your shader's elements Basic Weight Map values don't exceed 1.
So in my shiny ball, it's just two elements: a transparent gloss coat, and a satiny blue anisotropic thing. But they're just two tweaked variables of the same basic material - Basic BSDF. Each one's Basic Weight Map is set to .5. .5+.5 = 1. There are only two layers, you see...
Gone are specific models for types of materials. You can do them all here, and you can stack as many layers as you want! ALL PHYSICALLY ACCURATE.. control the blending with maps.. it goes on and on. And if you have the complex IOR data for a real-world material, you can just plug it in. Look for a library of that to be available. They're a little slower to render because of the extra complexity, but you can't touch them for realism.
It's streamlined, infinitely flexible and accurate.
_Mike
Last edited by mverta on Sat Dec 03, 2005 6:48 am, edited 2 times in total.
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