Not sure if your shader supports it, but I think this would do well with a smooth clear coat on top of the base panel material. The base color should also be darker with the blue hues being added by the reflected environment. (Sorry for the unsolicited crit!)
Strictly speaking those "crystal" patterns are some slant in micro crystal structure . Perhaps better is to make it very subtle normal map variation rather than roughness and a little bit color one
I tweaked the color and roughness values a bit. @gnoop I try to establish the crystal in the normal map aswell. But according to my reference, some crystals "blink" with a very low roughness value. @jStins I am using PBR Metallic/Roughness and I am going to render in Marmoset, perhaps also in UE4 and Unity. Not sure how to achieve the clear coat effect though. Couldnt find anything quickly on the web. Maybe you got an idea
This is with the crystals in the normal channel. I tweaked the little stripe details down. Looks pretty good imo When I throw it into Marmoset I will experiment with the refraction maps etc, maybe I can get some kind of depth in there.
I haven't used Marmoset in a few years, but the end of this page mentions being able to setup a multi-pass material to create a clear coat effect. The image at the bottom also illustrates how you could cheat the effect with a second piece of geometry lying on top with a transparent shader applied. https://marmoset.co/posts/tutorial-create-convincing-glass/
Will defently look into those. I think rendering another mesh on top is the easiest way. I couldnt get it right with a quick try though. Will try another time.
No , I meant not making small bumps by connecting "normal" node but rather putting very low contrast (around 0,5 gray) textures of different maybe inverted gradients to channels of normal map itself . With rgba combine node. Starting from only single channel at first
You want to take the grayscale values from your crystal pattern and use them to bend a normal. If you don't want to do the maths you could probably feed it into a flood fill then flood fill to gradient before converting to normal It'll still look lumpy without a clearcoat but will give you the sort of result gnoop describes
I honestly do not exactly get what you guys are talking about. "Bend" normals, like having a very high difference in value/direction that each crystal has on the normal map ?
I used a similar bending effect recently for the brushed patterns on velvet. When you see hand marks on velvet, it's the microfibers being bent.
I took a grunge map, rotated it 90 degrees in the red channel. So then the red of the normal map is perturbing the velvet one way, while the green is bending another way. Might give you some ideas.
I used a similar bending effect recently for the brushed patterns on velvet. When you see hand marks on velvet, it's the microfibers being bent.
I took a grunge map, rotated it 90 degrees in the red channel. So then the red of the normal map is perturbing the velvet one way, while the green is bending another way. Might give you some ideas.
ohhhh I see what you did there. I abandoned this material or rather called it done. But I will keep that one in mind. I never manipulate the color channels individually, but it makes sense when working with normals to achieve the strong angle difference of the vectors.
But I lolled, I have never seen anyone using git for 3D art projects haha.
Replies
@gnoop I try to establish the crystal in the normal map aswell. But according to my reference, some crystals "blink" with a very low roughness value.
@jStins I am using PBR Metallic/Roughness and I am going to render in Marmoset, perhaps also in UE4 and Unity. Not sure how to achieve the clear coat effect though. Couldnt find anything quickly on the web. Maybe you got an idea
When I throw it into Marmoset I will experiment with the refraction maps etc, maybe I can get some kind of depth in there.
It also looks like UE4 has native support for clear coat materials. https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/HowTo/ClearCoatDualNormal/index.html
If you don't want to do the maths you could probably feed it into a flood fill then flood fill to gradient before converting to normal
It'll still look lumpy without a clearcoat but will give you the sort of result gnoop describes
"Bend" normals, like having a very high difference in value/direction that each crystal has on the normal map ?
Each crystal wants a different normal direction
I took a grunge map, rotated it 90 degrees in the red channel. So then the red of the normal map is perturbing the velvet one way, while the green is bending another way. Might give you some ideas.
https://github.com/KhronosGroup/glTF-Sample-Models/blob/ecd19d7d5b3684b5cf3234feb7f0c095fb445018/2.0/GlamVelvetSofa/README.md#khr_materials_sheen-and-khr_materials_specular