What’s the difference between these two? When would one be preferred over the other?
Andrew Price did a recent video on making a glass of beer and for the foam he points out that the Add Shader is what’s needed. He’s using it with the Subsurface Scattering BSSRDF Shader.
I’m trying to make a simple translucent plastic material with the Subsurface Scattering BSSRDF Shader that is dark; it’s easy to do when it’s light. So far it’s not very convincing looking and I think it’s not easy (or possible?) to do when the material is dark. Its HSV value is 0.1 (saturation is 0, hue is 0).
Add shader is very simple to understand : you have two shaders, it adds values of the two shaders. One diffuse shader at 0.5 add with another diffuse shader at 0.5 will make a diffuse shader at 1.
Mix shader takes an amount of the two shaders. Example : two diffuse shaders, one red, one green. A mix shader with a fac at 0.7 will take for exemple 30% of the first shader and 70% of the second. The mix shader blends the two shaders and have something in-between red and green. The add shader will output not a blend but red + green value.
I’ve just tested it. Two diffuse shader with the color value at 50. Mixed together, the value is still higher than 1. The object is like incandescent (but it doesn’t emit real light).
Good or bad, it depend of what result you want. Is it realistic? Surely not, but the shaders works like that. So we have to be aware of that to avoid weird stuff like I’ve just had.
they both seem to blend, both are additive. But they act different. Simple test is is mix green and red, both output a sort of yellow. The mix is bright vs the add.
I simply need to layer on top, not mix. Seems to be very tricky in Cycles. It doesnt really have a stack method. Ive tried both mix and add, but thats not what i want
I need a glass material which has a diffuse part below it. I tried so many combos of add and mix using a tex mask. It still keeps the diffuse part being opacity in some percent since its mixing, even when adding its kinda mixing