Hey guys,
I'm currently in the process of making a showerhead. The showerhead is stainless steel and is highly reflective which has given me some problem regarding the holes where the water sprays out. Those shouldn't look reflective and should be made in normals to look like holes.
Is there a method to keep the holes none reflective/transparent on a single material?
Replies
Whats the renderer?
If so, to make them non reflective, you can paint black in the metallic map, or if you use the specular method, use lower specular value.
About the transparent thing, depending on the application, I'd suggest to separate them into an another material.
The offline renderers(mentalray/vray/etc) do use pbr/pbs, and have been for over a decade. It's just different shading models. The latest derivative is Disney pbr which the games industry has adopted wholeheartedly.
Mentalray uses reflection/glossiness. glossiness being the opposite of roughness.
for a detailed offline model you might model the holes as geo or use a displacement map
for a realtime model you might paint black in the albedo/metal map and use a normal map for depth.
it really depends on your target medium/customers. If it is for realtime then you would be better off rendering using a game engine and the Disney pbr(as that is now the industry standard)