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Blending materials - blending final output color of component rather than internal parameters

Is there a way to modify a shader to use two speculars, like a clear coat? Clearcoat provides to distinct specular lobes.

I’d like to blend specular output of two distinct specular functions, but when I use a matLayerBlend_standard, it blends the components of the shader rather than the output color of the component. I’m sure this is done to be more efficient, but is there a way to circumvent this and produce something like a clear coat shader?

To the point, I’d like to use the subsurface profile shader, but have two specular controls.

Any insight into how to go about this would be greatly appreciated - thanks!