Translucent Material Function - Layered Car Paint Shader
I am building a multi layered car paint shader, which includes three layers: Base coat, metallic, and clear coat. So far I have made good progress on the first two layers. The one that is giving me trouble is the gloss.
I am unable to make a translucent material function, to act as the clear coat, which will be blended on top of the other two layers.
When I plug in vector for opacity in a material function, it does not affect the transparency. Normal materials require you to change the blend mode in the details box of the shader, to create a translucent material. There is no translucently drop down in the details box of a material function. Is there a method could use to make the material function behave as translucent glass?
asked Apr 15 '14 at 03:29 PM in Rendering
this looks quite cool (but also familiar if you followed the Marmoset Toolbag2 discussions over on polycount^^)
Actually I am working on the same thing as you so I just wanted to share some thoughts. :)
First of all, I think your shaders look really nice and you have been able to really stretch what is possible with translucency right now. I also tried it, but I threw it away for the following reasons:
-no good reflection support for translucent materials (no caption actor blending + low rez quality, no SSR support) -no support for specular highlights from light sources
The specular highlights together with SSR are the most important things not working atm, so I never really got the desired results. However, I would like to get back to it as soon as has Epic upgraded their translucent shader model to be rendered forward so we will get all this working.
However, this will also make it way more expensive because of the second rendering pass.
So I tried my second way with which I was able to get very convincing results. However, please note that the paint shader is far from being finished (actually I am way further down the road than you will be able to see in the images, so I have to update the thread :D)
Feel free to check out my post over at the Unreal forums to see my results:
What I tried with the second technique is quite interesting to work on and its also a lot of fun :D Basically I mask the roughness with fresnels and flake textures and also some fresnel on the base color and metallic to get the impression of multilayered carpaint.
So I have flakes that have super low roughness to give that sharp reflection, and they also add to the metallic and the in betweens have a higher roughness to give that more smooth feeling combined with fresnels and clever masking.
As mentioned, the screens are a bit outdated, but you can see in which direction it is going. ;)
Would love to get some feedback as well and will update the thread soon with new stuff :)
answered May 05 '14 at 03:33 PM
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