Substrate - Feedback Thread

I get the feeling, that this is something, thats not that easily achieveable ^.^ but yesterday after seeing your attempt for chromatic abberrations, i remembered, that i once had “created” an experimental material function (more like copy-pasted for a Blender forum ^.^), that uses correct IOR values to create correct Fresnel effects. And not only the simple ones for plastic, but the complex IOR for metals, with separate n and k values for red (650nm), green (550nm) and blue (450nm) → 3 wavelenghts = 3 different sets of values.

Those here: Refractive index of METALS - aluminium

And turned out, that also works with substrate, since in some foresight, i also added an IOR to specular output, that i now can connect to the f0 input :slight_smile:

But that got me thinking, that the real problem, of why we don´t get chromatic abberrations might be simply, because UE still accepts only ONE IOR input for the whole material, where we would actually need between 3 separate inputs: one for red, one for green and one for blue -for a simple material.
A complex one would probably need 7, one for each wavelenght of the rainbow colors :sweat_smile: :skull:
And a blend mode for mixing all together, that does not simply add them together, but only uses the higher value from the inputs. Like if you get Color A with R 200, G 120, B 50 and Color B with R150, G180, B80, then the resulting color C should be R200, G 180, B80.

I guess, i will experiment with that and layered materials at weekend, if they work with substrate, because those are currently the only ones, i can think of that could mix everything together for a regular material.
Second option would be a post process material, that somehow mixes those 3-7 togehter for the transparent glass areas.