Fresnel Shader for Fuzzy Materials

Hi!

I was reading a book that talks about using Fresnel Shaders to simulate the effect of fuzzy-looking materials, like suede, velvet, or peach fuzz. It can even be used to simulate Sub surface scattering for skin materials. Is there a way to do this in Blender?

Here’s a link to better describe what I’m referring to:
http://www.happyship.com/lab/chanlum/documentation/

It would be really cool if we could get an actual Fresnel Shader integrated into Blender!

-Roofoo

I think Robertt did an excellent SSS type image of an baby inside a womb. I’m sure he has the tricks you need.

Also you can use the noise procedural texture in a Nor channel to simulate velvet/suede materials.

Sonix.

I think Robertt did an excellent SSS type image of an baby inside a womb. I’m sure he has the tricks you need.

Hmm, I can’t seem to find the post you’re referring to…

My mistake, it was Landis not Robertt. This is the image http://centralsource.com/blenderart/displayimage.php?album=lastup&cat=0&pos=184

Sonix.

Ok, thanks! BTW, you mentioned using a Noise texture in a Nor channel, but what should be used as texture coordinates? (I mean in the Map Input section of the material buttons)

Thanks.

Roofoo

I would use Orco to start with, but depending how this looks, I’d maybe try the other options to see which works best. Flat if on a plane, Sphere, cube, tube depending on the shape of your mesh. Flat works well with Win co-ords, but try various methods.

Down to trial and error and personal preferance more than anything as texture settings and mappings can change from mesh to mesh, project to project.

Sonix.