I learned the material layering system with the hope that I would be able to mix two different roughness or speculars. Bing Chat at least said that would be doable : )
But it seems that the blending done by the layering system is not actually a blend but more like a morph. Because it’s morphing the two different roughness sizes and not actually overlaying a specular on top of the other like in the gif animation attached. I also tried the clear coat. That works, but it doesn’t work with the two sided foliage model. I’ve read somewhere here that the shading system is very flexible and you can do almost anything with it. How can I implement dual speculars in the two sided foliage model ?
Substrate supports two specular lobes. Not sure there’s a way to get true dual specular with most standard shading models.
That’s great. Do you know a tutorial which shows how to achieve dual spec on a two foliage model ? And I also heard that substrate since it’s in beta has all kinds of incompatibilities and incomplete features. I know about pathtracer missing, that’s not that important, but does it have any other important missing features ?
There’s also this solution which would allow you to have a second fake specular point. It’s not a true reflection and because of that I think if you would have this sphere in shadow, you will still get that specular point from the sun. But with the added benefit of being able to choose the color of the “specular”.
But unfortunately it has all this artefacts when you move the sun, like in the second picture. Does anyone know how to fix this fake specular shader ?
The way I see it, the standard material pipeline has a missing feature (lack of multi-specular) that is preventing you from achieving the shading result you are going for. You’re just trading one system with limitations to another system with limitations, but if it’s better suited for your goal then it may be worth it.
I don’t know all of the limitations or your project needs so there’s really no way to know other than to try it.
You are right. And it works. It’s not very straight forward like in a DCC program and it has lots of small quirks and bugs, but I think that’s the price we have to pay for real-time super speed rendering.
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