CTZn wrote:Pibuz wrote:2. Add a "coating" property to make a surface reflective with a certain amount of accuracy.
Hi Pibuz, could you explain this to me ?
Normally Phong materials are used for this purpose, what is it that they are lacking for you ?
Thanks !
Hi CTZn! You're always SO fast to answer!
By coating I mean a simple check to add a specular thin surface to whatsoever shader, just on top of all the sub-stacked "layers" (bump, exponent and so on..).
It gives you sort of a "blend" result but without the mess of making another material then blend two sub-materials, then find the proper amount of blending..Sometimes this process tend to be a little annoying.
To reply to ZomB, maybe ISL shaders are well implemented in some exporters, but in SkIndigo still it is something a little unclear, maybe because to use it you must learn some aknowledgments of math. It still has a too-professional approach. I'd like better to see a simple shader, which once selected could bring out something similar to what you attached (seems to be a very user-friendly panel).
Given that it's so simple to make a falloff material, can I ask you if you could do a rapid test of making a simple black velvet material using fused's shader? Just to have an idea whether that shader is able to make what I'm aiming for..
