Hi Im Decently new to shading in blender and I’m recreating a shoe for a friend. It has this Holographic Shattered glass texture on it. I know that it would probably be created using an Anisotropic BSDF and a Voronoi Texture but I have no idea how to get to a final product that looks somewhat resembling the original. Please help! i will tip you if you can help me!
Heres a picture of the texture on the Shoe
moony
(moony)
February 12, 2022, 11:27am
2
These materials might give you a good jumping off point:
Maybe have a look at these threads too
Ok - finally had enough cups of tea for my brain to start working. Here is an updated node tree using a colour ramp.
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This is what it looks like viewed straight on
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And from an angle (note the plane and the text have different materials. Same node setup - but the colours in the ramp are reversed to give colour contrast between the background and foreground).
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I have created this thread to discuss and further develop the “micro roughness” effect - whereby the apparent roughness of a semi-glossy material falls off at grazing angles - thereby making reflections sharper.
I have already created a node group to simulate this effect and a BDRF solution to this effect has also been described in a siggraph paper - both linked below.
These two images show an arc vis scene from Blendswap both without (top image) and with (bottom image) the effect active. …
I was wandering today on how to make a more accurate iridescence effect. I know that using the layer weight and a rainbow ramp can produce some acceptable look, but not quite accurate.
The big problem, is that cycles will color all the scattered rays with the same color at the point being rendered and not each ray by their own direction.
So i was thinking how to overcome this, and have something more real. And then i remembered that the samples for each pixel don’t hit everytime in the same pr…