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?
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)
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.