anomalaus last edited by
@amethystpendant here's the full shader:
and the Compound Metal shader (which I think owes attribution to @bagginsbill , perhaps?):
So the shader is fully metallic/specular, hence the black Diffuse_Color. The connections to PoserSurface:Specular_Color are just for SreeD preview purposes.
Clothing figure is the same SwimSuit for V4 by Mada/FaeryDreams, but with different transparency/hem maps of my own devising.
If you want more subtle iridescence effects, like mother-of-pearl, knock back the saturation in the Reflection_hsv node to, say, 20% (0.2) and set the Diffuse_Color to white.
IIRC, iridescence derives from multilayered materials acting like a diffraction grating and reflecting different wavelengths at different angles. The high multiplicative factor in the Hue channel of the HSV node simulates this when fed by the Fresnel_Blend node. Play with any of the parameters and see what effects this has. You might be able to get results which stably show different predominant colours than the blue-green this shader does.
@anomalaus That is wonderful, thank you. I don't suppose you could let me have the MT5 file as I'm bound to mess up some of the plumbing. If I had that I could add it as a material applicable from an EZSkin3 pluggin. I don't need the actual trans maps.
anomalaus last edited by
Thank you so much, as soon as I have my hair shader plugin out (hopefully today!) I'll start having a look at this :)
@anomalaus Thanks for this, I was quite right, I would have totally screwed up the plumbing :)
I've now extracted the shader part from both the Suit and the sequins and am playing around with the settings, colour, ior etc to get a better understanding of what is doing what, or at least the effect, as I'm unlikely to get the maths behind it all!
@anomalaus I'm having fun with this, I'm sure my maths / physics is awful but the effects are encouraging
Will play some more then show the material and hide from @bagginsbill for a while :)
And without the sequins and with 100% transparency you can get a nice bubble shader :)
amethystpendant last edited by amethystpendant
Here's my colour node
If I adjust the second HSV2 by connecting a Fresnel node (no idea!) I get
Or a cloud node
Still playing but I hadn't realised how versatile the HSV nodes were!
You can even get weird planets :)
In a way it's like having a full spectrum colour ramp, if limited to 256 colours