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7th August 2020
info License: CC-BYPublished by
Example shader showcasing the use of image textures as part of a mainly procedural pattern, as shown in Chapter 4-3.
The image texture used in this example is a wood texture from the Blender Cloud licensed under CC0.
4 Comments
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altieresdelsent
17th August 2020 - 02:04
why clearcoat does not work with this wood? I thought that clearcoat would automatically add a effect similar to "coating" or varnish/glaze. At least that as my impression from chapter 3-1 PBR, when you were showcasing clearcoat.
Simon Thommes
17th August 2020 - 10:52
*@altieresdelsent* It is true that Clearcoat ignores the regular normal map of the shader and uses an individual one, thus add in a smooth finish on surfaces that are made bumpy via normal map. However, this shader does not use a simple normal map, but displacement. So the detail that you see is in the actual geometry at render time, which means that the clearcoat layer will also follow that bumpy surface.
If you want a completely smooth finish, you have to eliminate the displacement effect and instead use a normal map.
Huân Lê-Vương
7th September 2020 - 07:15
At this part in the screenshot, you multiply the width value then divide it again. Does it actually do anything?
https://photos.app.goo.gl/waW9HpP12X2A8nBM6
Simon Thommes
7th September 2020 - 11:52
*@Huân Lê-Vương* Good find! Looking at it now, it is redundant. The way this happened is by step by step adjusting the setup. That node served a purpose at some point.
Small things like this usually don't impact the performance that much. What is much more relevant is keeping down the number and complexity of textures like noises. But it is definitely nice to keep the node setup clear of mathematical redundancies!