Author Topic: Secondary reflection layer  (Read 4838 times)

2017-09-05, 03:31:57

cathor

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Hi,

How do I layer a secondary reflection over a material?

Cheers,

2017-09-05, 08:48:13
Reply #1

Gruender

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You need to use the layered material and put a fully reflective chrome material in the second material slot, use a standard cinema falloff with fresnel (for example) in the map slot.
That should do the trick...

Cheers

2017-09-05, 11:51:10
Reply #2

cathor

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You need to use the layered material and put a fully reflective chrome material in the second material slot, use a standard cinema falloff with fresnel (for example) in the map slot.
That should do the trick...

Cheers

Thank you. Doesn't look quite right to me though. Maybe I am doing it wrong. Mind sharing example.

Back when I used 6.4 I recall I was able to layer a a thin refractive and reflective material onto another material. In newer daily builds the base material is picking up the refraction and not only reflection making this technique useless. Might be wrong.

Cheers.

2017-09-05, 12:16:44
Reply #3

Gruender

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But that's the way to go, in my opinion.
I tried to recreate a simple glossy material (ior 1.5) with a layered material.
I used the standard cinema falloff with physical fresnel (ior 1.5) in the map for the coat material and I couldn't see a difference.

2017-09-05, 15:48:36
Reply #4

burnin

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^Layered material only does a Normal Mix mode of whole materials.

Q: (for developers) Is it (or will it be) possible to have:
a) Other layering options/modes (ie. add, overlay, dodge, multiply, screen...)?
b) Include/Exclude channels (ie. to selectively mix/influence diffuse, reflections, refractions, SSS...)?
« Last Edit: 2017-09-05, 15:52:49 by burnin »

2017-09-05, 16:27:40
Reply #5

Gruender

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Here is an example, the left sphere has a standard corona mat, the right one is built with the layered material (base and one coat on top).

2017-09-05, 16:55:22
Reply #6

cathor

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Here is an example, the left sphere has a standard corona mat, the right one is built with the layered material (base and one coat on top).

Well, can't argue with that. :) Thank you for the answers!
^Layered material only does a Normal Mix mode of whole materials.

Q: (for developers) Is it (or will it be) possible to have:
a) Other layering options/modes (ie. add, overlay, dodge, multiply, screen...)?
b) Include/Exclude channels (ie. to selectively mix/influence diffuse, reflections, refractions, SSS...)?

This, would be amazing. Great workflow enhancement.

Cheers

2017-09-05, 17:01:55
Reply #7

Rhodesy

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Yes would be nice to both of those. Or have an additional thin film or glossy channel in the main material options so we dont need to use layered materials. I wish there was a way that all the mats in the layered material could copy and paste with the host layer shader. Right now I almost always forget if im copying a car from one scene to another and forget the paint is a layer shader so I get a flat white car!

2017-09-06, 13:51:38
Reply #8

burnin

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IMO Layered Mtl is good for the case being, much better option for artistry than just thin film/glossy channel.
For example, layering lets you easily reproduce something alike the Danel shader (3x specularity + 1 reflection). With features proposed user could create much more complex materials/uber-shaders (as you can do now only with maps/textures using Fusion or Layer). It's closest to free material customization without nodes. If it could also support projection/mapping options in the utility then there's also no need for Mix textures via tags. Would make good workflow enhancement and foundation for further development (if maxon someday decides to accept nodes).

i love nodes