sheen and sheen tint

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Dade
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Re: sheen and sheen tint

Post 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
sheen1.jpg

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
sheen10.jpg
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lacilaci
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Re: sheen and sheen tint

Post by lacilaci »

That looks impressive...
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Re: sheen and sheen tint

Post 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 :)
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Dade
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Re: sheen and sheen tint

Post 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).
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lacilaci
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Re: sheen and sheen tint

Post 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?
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Dade
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Re: sheen and sheen tint

Post 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.
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lacilaci
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Re: sheen and sheen tint

Post 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 :shock:
aside the wonky triplanar
fab.jpg
btw legs don't have sheen it's just reflection that makes it look like the outline is glowing :D
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lacilaci
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Re: sheen and sheen tint

Post 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.
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Re: sheen and sheen tint

Post by lacilaci »

Such a small tweak, and such a great feature for fabrics....
2 pics I made for my insta (just random stuff)
sheeeeeen.jpg
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Re: sheen and sheen tint

Post by lacilaci »

that's sheen on 10x texture input.. It's just perfect
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