I am trying to create a glossy shader that allows control of it’s roughness over it’s depth ‘into’ an object via a Color Ramp. In other words, if, for example, I had an array of several objects and a mirror reflecting them, I could have the first few objects perfectly clear, then the next one rough, and the one after that clear. I’ve tried fooling around with the light path node, and I do believe it is possible, I’m just not sure how. I’d appreciate help from any node-experts on here
As you can see, the cube of spheres is built by a mix of arrays and mirror… and it has a single material of which the color is determined by the distance from the center.
The “Vector Input” node group is just a fancy “Combine RGB” which shows the values. And if I plugged the Object coordinates this way, that’s just to be able to easily unplug one component and set it to zero. For example:
@RickyBlender: I think so. Charcoal could be really nice this way. Let me work a little on the idea… and do some snapshots of my node tree. But, before that…
@CGEffex: I had 5 minutes to lose so here is an image playing on glossiness.
I used only the Z component to make the material brighter and shinier towards the top. I used my complex node tree but if you want to make a material change only along one axis, it’s simpler to directly do some calculations on the corresponding XYZ component.