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Kirgman wrote:
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aleksey voz wrote:
only thing i've found is to jack up the IOR, but that doesn't seem like the right move | Why not? It's pretty right method. The material layers are stacked this way:
1) Reflection1 (layer weight is multiplied by the weight computed from IOR)
2) Reflection2 (layer weight is multiplied by the weight computed from IOR)
3) Transmission (only weight value)
4) Translucent (only weight value)
5) SSS (only weight value)
6) Diffuse (only weight value)
Each layer weight determines the portion of layer contribution stack based (high level layers with largest priority).
E.g. the first layer has weight=0.3, then all underlying layers have 1-0.3=0.7 multiplier.
For example, the second layer has 0.4 weight setting, while after the first layer reduction it means the second has 0.7*0.4=0.28 contribution in total.
While the layers below the second one have 0.7*(1-0.4)=0.42 weight, and so on.
So if you make weight=1 for top layer you will hide underlying layers.
This way you can make a glass, with reflection1 and transmission with same IOR values, you can make different IORs if you want. You may stack two reflections on top of transmission.
The Color value is used to multiply reflectivity after layer contribution is determined by weight x IOR_weight. The Color doesn't make space for other layers, everything is controlled by weights and IORs for reflections.
To make Chrome you can make Reflection1 weight=1, IOR=20 or 50 (for example) and Color with some slight blue tint, roughness=0. The second reflection may have larger roughness=0.3 white color.
Other rendereres have same material rules, but sometimes there is metallic/conductor IOR with additional to IOR setting. This can be replaced with just high value of the current single setting IOR.
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aleksey voz wrote:
By the way is there a material demo collection or something? To use as reference? | I am going to write an online documentation on materials after 0.65 release is out with shaderball examples, how to make metals, flakes, glass, wood facture with procedural noise. For example 0.63 with nice fixes is almost ready. |
why use two reflection when making metals,and does Reflection 2 use the same IOR as Reflection 1does?