How would you emulate iridescent/pearlescent materials in PBR? Things like bug shells, soap bubbles, oil patches, etc. I've seen many ways people emulate the look using a non-PBR workflow- by using a saturated specular map or environment map. But since PBR works on the principle of light conservation, what would be the "correct" way to go about iridescence?
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Soap bubbles, oil patches etc can be done with a Newton's ring shader. We have a Newton's rings specular model which can be added to the secondary reflection slot in Toolbag 2.
Check it out:
Now the real question, what is the reflectivity of soapy water?
Top: 4% reflective
Bottom: 15% reflective
Anddd with a detail normal map and displacement map it break it up a bit. IT would be cool to have some sort of oil map or something for the Newtons ring model but this is probably as close as I can get without custom shader work.
But yeah, iridescent/pearlescent are kind of their own thing and almost certainly would require a custom shader