Author Topic: Help with a Sheer/Voile Curtain Shader using Physical Material  (Read 576 times)

2021-10-15, 00:58:22

dj_buckley

  • Active Users
  • **
  • Posts: 490
    • View Profile
Has anyone successfully achieved the type of material in the examples using the new Physical Material?  If so, some guidance would be appreciated.

I used to have a setup that worked well with the legacy shader, but it was a combo of Diffuse, Translucency, Refraction, Opacity and various falloffs - i.e. massively faked.

Looking for a more Physically Accurate setup to get that lovely varied level/gradient of transparency across the entire curtain.

2021-10-16, 20:08:09
Reply #1

burnin

  • Active Users
  • **
  • Posts: 1217
    • View Profile

2021-10-18, 18:50:53
Reply #2

dj_buckley

  • Active Users
  • **
  • Posts: 490
    • View Profile

2021-10-19, 10:17:08
Reply #3

dj_buckley

  • Active Users
  • **
  • Posts: 490
    • View Profile
That thread looks old and uses the Legacy material and is pretty much the faked setups I was talking about with falloffs etc

2021-10-19, 13:56:42
Reply #4

GeorgeK

  • Corona Team
  • Active Users
  • ****
  • Posts: 653
  • George
    • View Profile
It really depends on the case in my opinion, for very thin curtains you might want to stick to opacity maps, for more translucent types, well translucency. Properly mapped roughness, specular and sheen is key here.
For solutions, troubleshooting, ticket requests please visit - [link]