PBR+Texture+Overlay = MEGA SHADER

So… PBR seems to be the mainstream topic in the Blender comunity…
Then here is my contribution!!

http://bit.ly/1S2V9Fz

Attachments


Thanks for the nice work. The PBR surface node is great.

There is one thing;
Right now the Specularity output goes into the Reflection Boost right? I think the Specularity output should go into a color input of the Glossy BSDF which is in the Reflection node. Or something with a similar function.
I would call the Reflection Boost “Base Reflection”.

Here two renders. In the first one I plug a reflection map into the color input of the Glossy BSDF in the Reflection node. The second one is a reflection map into the Reflection Boost. Note that I have to adjust the reflection map strongly with a color ramp, so that where the black holes of the fabric are, there is no reflection.

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