Timeline for Correctly combining a two layer material in cycles
Current License: CC BY-SA 3.0
7 events
when toggle format | what | by | license | comment | |
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Nov 8, 2018 at 0:57 | comment | added | Linguini | Maybe give this a read google.com/url?sa=t&source=web&rct=j&url=http://… | |
Nov 7, 2018 at 14:39 | answer | added | kaisa | timeline score: 1 | |
Dec 25, 2017 at 6:10 | history | tweeted | twitter.com/StackBlender/status/945174906819563520 | ||
Dec 25, 2017 at 2:38 | comment | added | PGmath | Is there a separate texture to the lower layer? If not, these various situations look like they could all be represented by a proper mix of SSS and translucency. The ratio of the two shaders determines the amount of category 4 rays and the radius of the SSS relates to the thickness of the top material. | |
Dec 25, 2017 at 2:19 | history | edited | David | CC BY-SA 3.0 |
added 1 character in body; edited tags
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Jul 19, 2017 at 17:37 | comment | added | Nicola Sap |
Looking for a solution that doesn't require extra geometry, I see two "hypothetical" options. [A] A surface shader (0) and two volume shader (that will cover everything else, (1)(2)(3)(4)), where their mixing factor depends on a "distance from the surface" coordinate, that - as far as I know - doesn't exist as a node. [B] Two surface shaders added together: one for (0) plus a subsurface scattering for (1) and (3); and a volume shader for (2) and (4). Unfortunately, though, the subsurface scattering doesn't have an entirely sharp falloff mode, so your red and yellow materials would blend.
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Jul 19, 2017 at 16:44 | history | asked | BenJacob | CC BY-SA 3.0 |