Any way to do a two-sided shader/material in Iray?

Is there a way to get a different material on each side of a single polygon/selection? For example, cloak that's white on the inside and black on the outside, but doesn't have separate geometry for the white part and the black part?

Comments

  • jag11jag11 Posts: 885

    You can do that with the help of Shader Mixer, every Iray material has a surface and a backface. Any use case in particular?

  • Thanks!

    jag11 said:

    You can do that with the help of Shader Mixer, every Iray material has a surface and a backface. Any use case in particular?

    I work as a designer in an enterprise analytics department. I recently made everybody I work with stop saying "use case." :) Not a single one of them could explain what use case adds to plain old use. I also have a friend who mocks people who say utilize, so…

    I'm working on something with a cape-like structure that I'm playing with having a version with vivid silk that shows up inside, so when it moves about, you get a flash of color in the otherwise monotone outfit. I have some shirts with an inner/outer combination for the cuffs and collar, which looks pretty cool, so I'd like to emulate that occassionally, too.

  • agent unawaresagent unawares Posts: 3,513
    edited April 2018

    Thanks!

    jag11 said:

    You can do that with the help of Shader Mixer, every Iray material has a surface and a backface. Any use case in particular?

    I work as a designer in an enterprise analytics department. I recently made everybody I work with stop saying "use case." :) Not a single one of them could explain what use case adds to plain old use.

    That's really, really painful because they are distinct things. Use is a general "what does this solution/item/whatever do at a base level?" So the use of a shader with separate surface and backface is to render different materials on different sides of a polygon.

    Use case is a set of specific problems I need to solve with the thing that has a use. Use case is "what am I trying to fix or change?" So the use case of a shader with separate surface and backface is (here) to make a cape model look like it has a a silk interior.

    Knowing the use case can allow other people to suggest alternative solutions than you originally suggested. For example, now that I know you want to have a different material on the interior of a cape, I will suggest that you can do this using a geometry shell with a very small offset, negative if you want the geometry shell to be the interior, and positive if you want it to be the exterior.

    Post edited by agent unawares on
  • jag11jag11 Posts: 885

    I'm working on something with a cape-like structure that I'm playing with having a version with vivid silk that shows up inside, so when it moves about, you get a flash of color in the otherwise monotone outfit. I have some shirts with an inner/outer combination for the cuffs and collar, which looks pretty cool, so I'd like to emulate that occassionally, too.

    This should give you an idea on how to acomplish what you need.

    proofofconcept.PNG
    1433 x 797 - 226K
  • Thanks so much, jag. I opened the mixer last night and decided it was probably more hassel than I wanted to deal with. But this might change my mind.

  •  

    I work as a designer in an enterprise analytics department. I recently made everybody I work with stop saying "use case." :) Not a single one of them could explain what use case adds to plain old use.

    That's really, really painful because they are distinct things. Use is a general "what does this solution/item/whatever do at a base level?" So the use of a shader with separate surface and backface is to render different materials on different sides of a polygon.

    Use case is a set of specific problems I need to solve with the thing that has a use. Use case is "what am I trying to fix or change?" So the use case of a shader with separate surface and backface is (here) to make a cape model look like it has a a silk interior.

    Knowing the use case can allow other people to suggest alternative solutions than you originally suggested. For example, now that I know you want to have a different material on the interior of a cape, I will suggest that you can do this using a geometry shell with a very small offset, negative if you want the geometry shell to be the interior, and positive if you want it to be the exterior.

    Hmm…that's a good distiction, although not one that I've found in practice. Of course, for my example, jag if had asked me what I wanted to use it for, I'd have given the same answer wink

  • agent unawaresagent unawares Posts: 3,513

     

    I work as a designer in an enterprise analytics department. I recently made everybody I work with stop saying "use case." :) Not a single one of them could explain what use case adds to plain old use.

    That's really, really painful because they are distinct things. Use is a general "what does this solution/item/whatever do at a base level?" So the use of a shader with separate surface and backface is to render different materials on different sides of a polygon.

    Use case is a set of specific problems I need to solve with the thing that has a use. Use case is "what am I trying to fix or change?" So the use case of a shader with separate surface and backface is (here) to make a cape model look like it has a a silk interior.

    Knowing the use case can allow other people to suggest alternative solutions than you originally suggested. For example, now that I know you want to have a different material on the interior of a cape, I will suggest that you can do this using a geometry shell with a very small offset, negative if you want the geometry shell to be the interior, and positive if you want it to be the exterior.

    Hmm…that's a good distiction, although not one that I've found in practice. Of course, for my example, jag if had asked me what I wanted to use it for, I'd have given the same answer wink

    Mmmm yes, but that's use as a verb, not a noun. wink

  • InkuboInkubo Posts: 745

    I never would have dreamed it possible. Thanks for the node map, jag11!

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