microroughness control

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lacilaci
Posts: 342
Joined: Fri May 04, 2018 5:16 am

microroughness control

Post by lacilaci » Thu Nov 01, 2018 1:56 pm

can we add microroughness controls for materials? Maybe as a part of upcoming principled shader?

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Egert_Kanep
Posts: 78
Joined: Tue Mar 13, 2018 10:34 am

Re: microroughness control

Post by Egert_Kanep » Thu Nov 01, 2018 2:27 pm

What is the purpose of micro roughness? How is it different from current roughness

kintuX
Posts: 244
Joined: Wed Jan 10, 2018 2:37 am

Re: microroughness control

Post by kintuX » Thu Nov 01, 2018 7:47 pm

Yes microroughness is present.
But if you know of a better solution please, suggest, advise...

I'm still looking for best shader model, one that would be worth of implementing successfully (for starters, more efficient with specularity - producing less noise & less energy loss).

lacilaci
Posts: 342
Joined: Fri May 04, 2018 5:16 am

Re: microroughness control

Post by lacilaci » Thu Nov 01, 2018 7:55 pm

So, for example in fstorm you have this "angle affect" parameter in material that allows to controll roughness at grazing angles. There is similar feature in thea render and it can be somewhat emulates with nodes for cycles.

stefdln
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Joined: Tue Oct 23, 2018 11:44 am
Location: FR

Re: microroughness control

Post by stefdln » Thu Nov 01, 2018 8:01 pm

Isn't it called "sheen" in Disney's principled shader? Otherwise I don't get what you're after

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Mango3
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Re: microroughness control

Post by Mango3 » Thu Nov 01, 2018 9:10 pm

A surface with micro-roughness has several reflection contributions, sheen is an additional specular component at grazing angles to model e.g. light interacting with cloth fibers. Retro-reflection and diffuse components are the other ones. Disney's Principled Shader implements them.

lacilaci
Posts: 342
Joined: Fri May 04, 2018 5:16 am

Re: microroughness control

Post by lacilaci » Fri Nov 02, 2018 5:43 am

here's basicaly what I'm looking for: https://blenderartists.org/t/micro-angl ... 691900/340

I know this feature is present in fstorm material. It's a nice fancy effect that helps boost realism in some materials.

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