Hello guys, i have been trying to make materials in SD. And while some shiny materials like metals,plastic,leather and some wooden floors and bricks are rather easy to recreate realistically, i really struggle with materials like fuzzy leather, velvet, thread wool to make them look realistic. They have microtextures and small fibers which you cannot add to the material (or can you?) to achieve a realistic look. Can someone provide some helpful links for this category? Are these shaders? I also have no idea on how to make shaders as well :P
EDIT: e.g. in this image, i think i nailed the leather handles but these boxes on the right should be some kind of fuzzy leather/velvet style, and the stitches should be like...Thread :P what can i do to improve them?
Replies
Does for example a graph in substance with PBR outputs count as a shader?
I don't really think you need a separate shader for cloth, unless it's something complex like silk or velvet. You probably just need a more complex normal map. If you really want to though, you can change the material type in UE4 to the cloth shader, and mess around with the fuzz/SSS map inputs using colour parameters. Read up on the UE4 documentation on it too.
https://answers.unrealengine.com/questions/559535/cloth-shader-model.html
https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/MaterialProperties/LightingModels/
Some general advice too, it isn't very obvious what those bags are supposed to be. I suggest looking at some references that are similar to your vision of the material, and do your best to match them. If you can get a hold of an example in real life that makes it much better, as you can examine the roughness too. Add some geometry that makes it clear it's a bag or a package, like a buckle or strap securing it, or a seam where the opening is, like on a backpack. Or both. I'd also make those stitches part of the material itself, and add normal details around them to show the cloth being stretched around the stitching. Making realistic cloth materials is generally all in the normal details anyway.
It might also be worth looking into simulating the cloth and then baking it down into a low-poly.