It's a simple material but I hope it's realistic

Enjoy!
http://www.indigorenderer.com/materials/materials/1287
Did not know this! This is a great tip, the ones I've retried all look better!Zom-B wrote:For displacement use a negative C value of half of your B!
Many thanks! I really appreciate the feedback and will be sure to follow your adviceZom-B wrote:regarding displacement I can give you the following advices:
For displacement use a negative C value of half of your B!
By that you generate a "centered displacement"!
In your case every pixel that isn't pure black pushes the mesh outwards.
With having the C value negative of half B all pixels that are above 50% of grey push outwards, and every pixel under does pull inwards!
Example: you B value is 0.008 for a 8mm displacement. Set the C to be -0.004 to center the displacement!
You see the benefit of that method with higher displacement scale.
I also suggest to save Displacement & Normal Maps as 16bit PNGs for best quality, since artifacts get visible in this channels the most!
For 16bit textures usually set gamma to 1.0. if you use RGB 8bit textures for exponent, fresnel, displacement etc. the gamma is 2.2.
Regarding detail its most of the time a good advice to have less high frequency details for displacement maps, that "noise" can rough up the mesh and look bad! Its better to get the extra details via bump or normal map!
At the moment Indigo doesn't support Normal maps & Bump maps together! If a normal map is used in a material, the bump mapping gets ignored!
(I hope to see that "fixed" in the future...)
https://dl.dropboxusercontent.com/u/693 ... Zom-B.pigm
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