I had a hard time trying to create a material similar to the silk / leather on this sofa using metallic-roughness workflow:
- The metallic value should be 0 right?
- I think the average roughness is around 0.4-0.5?
- I am not sure how much influence light has in this case?
- I am not going for a 100% realistic / physically accurate result, what can I do to recreate its "dark to bright" transition around armrest? (besides trying to reverse engineering the environment lighting...)
EDIT: My attempt on this (obviously quite bad and my model's UV isn't setup to do the smooth armrest; but I want to figure out the glossy feel first):
Replies
It looks like there is quite a bit of diffusion on the original mat. Play around with the albedo as well.
EDIT: The reference image has quite a more defined surface, I would try to make a very smooth rounded cylinder to make the mats on.
Thx for your suggestion. I am now using a combination of metallic 0.8 + roughness 0.7; these values feel wrong to me intuitively but somehow I think it looks better in engine:
They're also highly dependent on your environment & lighting, as are any other reflective surfaces. Without good lighting, black cards, etc., it won't look as good as your reference. Do some research into product photography to get a sense of how to set these things up.
Thx for the tip, I went back and setup a better studio lighting environment, and compare it with a silky material I got on substance source.
(The reference red silk has average metallic value around 0.5 and roughness of 0.65; my was 0.6 for metallic and 0.55 for roughness; after adjusting value closer to reference, I think I got something better)
reference
previous guess (looks more like glossy leather than silk)
after adjustment
Without anisotropic specular support, I think this is about as close as I can get.
And I don't think one should author anisotropic feature per material? It should be done with specific models or using in-game shader?
Here is a mesh in Modo, i'm achieving very similar highlights using a studio lighting rig, and just playing metal and roughness settings.
Eric Chadwick said is good. You need studio lighting to achieve those sweet highlights from your original image.
It could be, that you might not be able to achieve those results from the ref image without being in a studio lighting environment. No idea on that one though.