![]() We can reproduce a Blinn/Phong model like our standard material, but do not have IBL nodes created yet. The other path to this would be to create a custom shader in our Node Material Editor, but we have not added PBR nodes into this yet. It is on the list, but has been locked down on other work for a while now even though I know he really wants to get this in. We have sheen added to our PBR stack but have not had the time to add in a true sub-surface scatter into our PBR materials. You will also want to add a sheen to the paper for glancing angles to reflect more light. To really make the paper feel like tissue paper, you need to make it feel like light transmits through the paper unevenly. ![]() If you look at tissue paper you will see there is more pulp in some areas than others (created by the calendar roll in the paper making process) so that the transmittance of light isn’t even through the paper. The biggest thing you have to worry about with tissue paper is translucence. If you go that route, I would spend some time working on them to make them unique. The standard smart materials in Painter are great, but very recognizable because a lot of people tend to grab and use them. My go to would be Substance Designer to make a tiling texture that can be applied to whatever model you want. I think you will get much further with textures as you will want to create variation in the paper which is cheaper to do in a texture than calculating at runtime.
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