can you share the material?
First I'd like to say welcome back, and thanks for sharing,
you obviously worked hard to get a great metallic paint material.
I also like to delve into the Node system, but I often don't
have a clue what will happen, especially with the Math Nodes.
For me it's mostly trial and error, with a lot of errors.
I found if I go back and unplug one thing at a time and
test render, many things don't have any effect on the final render.
You're setup is brilliant with the interaction between the outer shell's
Index of Refraction set to 4.0, and the inner ball's Directional Node.
I did work out a very streamlined procedural version that
shows the real gem you found with the Directional Node.
I still don't know how it works, but it does work pretty well.
One unfortunate problem with the Directional Node I
found when trying to animate rotation, the dark side
with the Noise/Image nodes rotates as well.
Note: the jas file is slightly too large for some reason...
View attachment 38953
View attachment 38954
First I'd like to say welcome back, and thanks for sharing,
you obviously worked hard to get a great metallic paint material.
I also like to delve into the Node system, but I often don't
have a clue what will happen, especially with the Math Nodes.
For me it's mostly trial and error, with a lot of errors.
I found if I go back and unplug one thing at a time and
test render, many things don't have any effect on the final render.
You're setup is brilliant with the interaction between the outer shell's
Index of Refraction set to 4.0, and the inner ball's Directional Node.
I did work out a very streamlined procedural version that
shows the real gem you found with the Directional Node.
I still don't know how it works, but it does work pretty well.
One unfortunate problem with the Directional Node I
found when trying to animate rotation, the dark side
with the Noise/Image nodes rotates as well.
Note: the jas file is slightly too large for some reason...
View attachment 38953
View attachment 38954
First try, but my Alpha attempt can be simplified A LOT.
The most significant tactic is that it uses a single Noise Node modified by a Gradient Filter Node to get a few really bright sparkles and a lot more dim ones. These are masked by multiplying the Noise output with a State Node -> I-N value ( I-N gets its value by calculating which rendering vectors are most directly pointed at the camera as a 1.0 value ).
Right now, it relies more heavily on the PBR Nodes's Emissive value's colors than I like. It mixes the Base Color attribute using the State Node's Position value with the Directional Node's Colors. I still haven't found good methods of manipulating the Specular highlights using Falcon and PBR Nodes as effectively as you can manage them under the Cheetah renderer with Material Nodes.
I'm not sure how soon I'll get back to this, but I will post my version of the Material when I'm happy with it.
View attachment 38956
I must confess that I'm not fully aware of what I'm doing when messing with the Node system.
However I really like what serendipity can create.
Nice! Can you rotate the ball without it going "dark".I'm not sure how soon I'll get back to this, but I will post my version of the Material when I'm happy with it.
View attachment 38956
This is not one of mine.Uh - Zoohead´s attempt on Heavy Metal gear?
Looks like it's behaving predictably.Nice! Can you rotate the ball without it going "dark".
Near?
You are so very close to your answer.Shell in a shell in a shell object:
Cannot merge the emissive colors dots without disrupting them (tried everything)
View attachment 38972
Directional or I-N not involved yet:
Quite sure I should