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microroughness control

Posted: Thu Nov 01, 2018 1:56 pm
by lacilaci
can we add microroughness controls for materials? Maybe as a part of upcoming principled shader?

Re: microroughness control

Posted: Thu Nov 01, 2018 2:27 pm
by Egert_Kanep
What is the purpose of micro roughness? How is it different from current roughness

Re: microroughness control

Posted: Thu Nov 01, 2018 7:47 pm
by kintuX
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).

Re: microroughness control

Posted: Thu Nov 01, 2018 7:55 pm
by lacilaci
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.

Re: microroughness control

Posted: Thu Nov 01, 2018 8:01 pm
by stefdln
Isn't it called "sheen" in Disney's principled shader? Otherwise I don't get what you're after

Re: microroughness control

Posted: Thu Nov 01, 2018 9:10 pm
by Mango3
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.

Re: microroughness control

Posted: Fri Nov 02, 2018 5:43 am
by lacilaci
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.