Open enzyme69 opened 7 years ago
Candle look, probably got this via Subsurface.
Dialing parameters gives endless variations. Fresnel factor can give this nice hard diffusion, sometimes stylistic cartoony. Tinting can saturate or desaturate areas.
Dirty Vertex, Specular and Roughness can give that basic good looking diffuse material.
Fresnel from Reflection plugged into Sheen.
Voronoi Texture factor into Metallic and Diffuse can give stony look.
Musgrave texture is actually pretty awesome to add rough look
Subsurface + Roughness are closely related.
Sheen and SSS with zero metallic gives soft look.
[Uploading monkey_color_022_2017_09_18_09_04.zip…]()
Metallic and Specular Tint even with zero Specular has effect.
monkey_color_023_2017_09_18_09_06.zip
Zero metallic, some subsurface scattering, some diffuse, a little bit of Specular seems to give glass like look.
Glass BSDF mixed with Principle BSDF can give some crazy layered effects. Even at the basic level.
monkey_color_024_2017_09_18_09_14.zip
Kind of closer to Opal look, although in this example not quite.
Such long thread, seriously shaders can be so complicated...... but this Principle BSDF Shader is awesome. https://blenderartists.org/forum/showthread.php?403342-Cycles-Disney-Brdf/page5
Transmission and IOR seems to be related to Glass looking look. It feels like it has volume inside too, which is really neat.