1
$\begingroup$

enter image description here

I would like to model this, but I don't want to make every sticker of each piece have what this person is trying to make in his tutorial https://www.youtube.com/watch?v=fE0W5JOTado his way may work, but from past helpful people some of my models had too much topology. This is how the lenticular effect works.

enter image description here

Is there a way to achieve this effect, maybe without making so many tiny extra faces for 54 stickers. Maybe some collection of nodes that could achieve this effect. I haven't done much with nodes other than to apply textures and that's it. I haven't tried anything yet because I don't know where to start.

UPDATE: I don't know if I'm on the right track, but I'm testing the Fresnel node on a test cube. Maybe that would work if it didn't fade the colors with a circle shape, and instead it swiped across with a straight line from red to blue. Do you have any suggestion to this path, or is there still a better route I should take?

enter image description here

UPDATE: after applying the nodes in the answer below, this is how the test model looked.

enter image description here enter image description here

$\endgroup$
7
  • 1
    $\begingroup$ you could also try an Input node > Layer Weight and use its Facing output, maybe it will work better than Fresnel? $\endgroup$
    – moonboots
    Aug 8 at 6:02
  • $\begingroup$ Fresnel together with a colored colorramp $\endgroup$ Aug 8 at 6:05
  • $\begingroup$ @moonboots I can always count on your help. When I was typing this question, I was hoping you would see it. Thank you, your idea worked great, and I added an updated GIF to show how it turned out. I'm sure ill come into some extra issues, but I think this was the main one I wanted to solve to really sell the realism look after it's made. $\endgroup$ Aug 8 at 16:02
  • $\begingroup$ oh ok good, I was not sure it would work though ;) $\endgroup$
    – moonboots
    Aug 8 at 16:09
  • $\begingroup$ also just a side question. I'm wondering if maybe i can or should apply some stripped line texture to the principle shader to make these lines you may see for extra realism so when I'm closer to the model the cube looks more real. ibb.co/v3j5mBB $\endgroup$ Aug 8 at 16:20
3
$\begingroup$

you can try this node setup: (as moonboots proposed)

enter image description here

enter image description here

$\endgroup$
2
  • 1
    $\begingroup$ thank you for the visual, that helped a lot. i can always count on moonboots. i added an updated gif $\endgroup$ Aug 8 at 16:03
  • $\begingroup$ Also, to add to Chris' answer, you can put a ColorRamp between the Layer Weight and the Mix Shader to see if it helps $\endgroup$
    – moonboots
    Aug 8 at 16:31

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.