I'm coming from lots of Unity experience but relatively no shader experience especially with these networks or nodes.
Jumping into Unreal 4 and the basic PBL setup (Diffuse, Roughness, Metallic) what can I do to try and push more realism? Also this may be a good opportunity for other people to learn as well?
I know there are quite a few parameters like adding fresnel or noise, I'm looking for something similar to the VRay Car Paint Setup. Any info or help to get me going or any specific nodes to use (all i have are constants) would be great
Examples
Replies
why would you add fresnel like that? it's already incorporated into the brdf.
Base layer needs to be with roughness aground 0.5, might have metallic input ( 0.5)
Second "Top" layer needs to be the same as previous shader but with really low roughness and probably higher level of reflecivity ( 0.8- 1.0).
Blend both layers linearly ( you can try to multiply lerp mask on fresnel)
In theory this will recreate physical existence of car paint.
As well you may try to ad some SSS to coating layer ( seen some samples for Arnold render, they used SSS with really low value on car paint, not sure that it will work, but worth to try))
To fake the effect of two tone car paint.
I will try this next thanks! How do I get two layers going?
Also, i don't think UE4's SSS is suitable for coating or car paint.