On SSS, Specular and Satin

wancowwancow Posts: 2,708
edited December 1969 in The Commons

I haven't gone through the amazing stuff on the OTHER SSS thread I started (I'll get to it, I promis!, you guys are.... well, amazing)

Anyway, a friend (who is a crackerjack clothing modeller) asked me about SSS and Satin shaders.

I have these:
http://www.sharecg.com/v/21706/related/7/Material-and-Shader/DazStudio-Satin-Shader-Resource-2

They were designed for DS 3 which I presume is 3Delight...

Anyway, I told my friend, the crackerjack clothing maker, that I thought (methinks) that using double specular would be the key to getting a good satin shader and I believe the only way you can get that is using ubersurface...

Anyway, I'm just messing around with that a bit, because I'll probably need a good satin shader for Belle's dress ANYWAY...

I"m playing around with tiled noisemaps in the specular channels...

Comments

  • KhoryKhory Posts: 3,854
    edited December 1969

    I don't think that SSS would play a key roll in satins. A teeny bit seems logical since pretty much everything has some light bending below the surface. And higher levels of SSS would start to give the surface a more plastic feel rather than fabric like.

    My satins usually use both specularities. The first for the overall fabric sheen inherent in the fabric (that has a map that matches the bump as the specularity strength) and the second for the glancing light sheen. Fresnel for the glancing light is also valuable in satin shaders.

  • wancowwancow Posts: 2,708
    edited December 1969

    forgot about fresnel! Hmmm... would you mind terribly sharing your settings?

  • KhoryKhory Posts: 3,854
    edited December 1969

    I can share but its not wildly helpful since I used maps in so many slots in my product. Spec on has a map in both color and strength (fairly light gray tone) gloss 10% and it is set at 100 strength. Spec 2 is 10% with roughness and sharpness around 31% (sort of depends on the colors). Spec 1 is a slightly lighter version of the diffuse color or a color that will complement the base color (for example the one I just looked at had a slightly yellower cast than the gold diffuse) and spec 2 is just a teeny bit lighter than spec 1. It all will vary depending on the color your shooting for though. Fresnel is 15%. No SSS or translucence even though most fabrics do have minimal translucence.

  • wancowwancow Posts: 2,708
    edited December 1969

    I'll play with those, thanks Khory. I tend to like to use noise maps when I'm playing with settings... I have one I base almost every test I do on... I might just post it for SnGs...

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