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Re: sheen and sheen tint
Posted: Mon Jan 06, 2020 11:09 am
by Dade
juangea wrote: ↑Mon Jan 06, 2020 11:01 am
That could be enough, in the end we just need some artistic control to give sheen more appearance, if it’s easy to implement maybe you can add it to a 2.3 build, we can test it and if it’s good enough it can stay, if it looks great it could just be removed
I implemented the idea. This is with a sheen value of 1.0 (the max allowed before):
Code: Select all
scene.materials.shell.type = disney
scene.materials.shell.basecolor = 0.5 0.0 0.0
scene.materials.shell.roughness = 1.0
scene.materials.shell.sheen = 1.0
scene.materials.shell.sheentint = 0.0
And this with 10.0:
Code: Select all
scene.materials.shell.type = disney
scene.materials.shell.basecolor = 0.5 0.0 0.0
scene.materials.shell.roughness = 1.0
scene.materials.shell.sheen = 10.0
scene.materials.shell.sheentint = 0.0
Re: sheen and sheen tint
Posted: Mon Jan 06, 2020 11:38 am
by lacilaci
That looks impressive...
Re: sheen and sheen tint
Posted: Mon Jan 06, 2020 4:10 pm
by juangea
I think that’s the idea, and I think that should be enough
I’m not sure if 10 has to be the hard limit, but I think that’s the idea and it seems to work, I think it’s the same Lukas did for the Cycles principled shader
Re: sheen and sheen tint
Posted: Mon Jan 06, 2020 4:33 pm
by Dade
juangea wrote: ↑Mon Jan 06, 2020 4:10 pm
I’m not sure if 10 has to be the hard limit, but I think that’s the idea and it seems to work, I think it’s the same Lukas did for the Cycles principled shader
BTW, 10 was just a test, there is no limit now (i.e. at the limit you will get a totally white material).
Re: sheen and sheen tint
Posted: Mon Jan 06, 2020 4:49 pm
by lacilaci
Dade wrote: ↑Mon Jan 06, 2020 4:33 pm
juangea wrote: ↑Mon Jan 06, 2020 4:10 pm
I’m not sure if 10 has to be the hard limit, but I think that’s the idea and it seems to work, I think it’s the same Lukas did for the Cycles principled shader
BTW, 10 was just a test, there is no limit now (i.e. at the limit you will get a totally white material).
Just a quick question before I get my hands on this. It is mappable so I can use texture for the sheen right? I can multiply texture using math node and have strong textured sheen pattern... Right?
Re: sheen and sheen tint
Posted: Mon Jan 06, 2020 7:30 pm
by Dade
lacilaci wrote: ↑Mon Jan 06, 2020 4:49 pm
Just a quick question before I get my hands on this. It is mappable so I can use texture for the sheen right? I can multiply texture using math node and have strong textured sheen pattern... Right?
Yes, all Disney parameters are textures.
Re: sheen and sheen tint
Posted: Tue Jan 07, 2020 5:37 am
by lacilaci
Dade wrote: ↑Mon Jan 06, 2020 7:30 pm
lacilaci wrote: ↑Mon Jan 06, 2020 4:49 pm
Just a quick question before I get my hands on this. It is mappable so I can use texture for the sheen right? I can multiply texture using math node and have strong textured sheen pattern... Right?
Yes, all Disney parameters are textures.
Oh man. It's working beautifuly now
aside the wonky triplanar
btw legs don't have sheen it's just reflection that makes it look like the outline is glowing
Re: sheen and sheen tint
Posted: Tue Jan 07, 2020 10:09 am
by lacilaci
By the way, this has to be updated in blender, right now to go beyond 1 for sheen you have to use another node (constant value, math etc...)
Since this doesn't break anything I think it's safe to have it "unlocked" for higher values straight in the disney.
Re: sheen and sheen tint
Posted: Tue Jan 07, 2020 10:18 am
by lacilaci
Such a small tweak, and such a great feature for fabrics....
2 pics I made for my insta (just random stuff)
Re: sheen and sheen tint
Posted: Tue Jan 07, 2020 10:21 am
by lacilaci
that's sheen on 10x texture input.. It's just perfect