I'm trying to make a pbr damascus steel material, but I'm a little stuck. Something about it doesn't look quite right and I don't have a sample nearby to reference. Anyone have any ideas on what I can improve? It's rendered in UE4 with a diffuse(only 2 colors), normal and roughness maps, and metallic set to 1. Thanks.
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Second I don't really see 2 major difference layers, it looks like there's grooves cut in, but not 2 different materials or layers.
Maybe lower the first try having a different values for BaseColor and Roughness, if that's not enough, use a texture for the metallic and try having it at 1 and .8.
I don't know how you went about create the textures for this, but I played around with PS's clouds for a bit and came up with this, which also has the benefit of not needing to worry much about tiling the mess that's to be created.
Having the masks like this gives you freedom to do all sorts of stuff to take it further.
I didn't read enough about damascus steel to learn if the darker material should act like a metal, I assumed it would act a bit like rust where it's a mix, but if you don't like that, lower the metalness of the darker bands.
My point being: In reality this surface is made up of two different metals, so it should be recreated in the same fashion. I don't have time at the current moment to make an example, but Zacs seems to be on track.
As ZacD said as well, your normals should be completely smooth or VERY faint. People usually make Damascus ingots then forge something out of it. When they forge, they tend to polish it afterwards to get a really smooth surface. Unless the surface hasn't been polished entirely and you have high and low spots kind of like wood grain.
So replicating this "could" be as simple as just putting the waviness in the metalness map. In fact i wouldn't be surprised if this was the case.
I removed the normal maps and toned the roughness way down. My understanding is that the metal setting should be 1 or 0 so I left it at 1. I made my maps by deforming a circle in substance designer so everything is tileable. Are the different types of steel differentiated by carbon content, or are there other minerals added in during the smelting process that change the physical characteristics of the metal?
Steel is not a "pure" metal, Steel is a combination of Iron and Carbon, a metal and a non-metal.
Now, generally speaking it's dense enough that metalness = 1 is true of steel. but if the waviness in damascus is down to visible carbon, or at the least, highly carbonised steel (which is probably more true than raw carbon, which would be too brittle) then you wouldn't want to use metalness = 0 for the carbon sections, use a grey value of your liking that helps get the look you're going for.
http://www.minnesotafarriers.com/Damascus.htm
The pattern of Damascus all depends on how its forged. If it's only layered steels with different carbon levels, you will get a fairly linear pattern. If its twisted and compressed, you will get a more organic looking pattern. The more layers you use and compress the finer the "grain" will be. The less layers, the thicker it will be.
In any case, if you're going for the common type of Damascus, it should be as simple as defining two different types of metal in the same map.