Article directory
- Purpose
- environment
- [Fake] silk with subjective artistic effect
- Physics-based approach
-
- Refer to Google's pbr filament documentation (code + documentation)
- Experimental results 1 - blinn phong modified specular to anisotropy model
- Experimental results 2 - Unity BRP standard (metallic flow) shader modified sepcular to anisotropy model
- Experimental results 3 - anisotropy model fine-tuning glossy and normal tilling
- Experiment result 4 - Add detail albedo, mix, normal functions
- Station A reference
- Project
- PBR filament web capture
- References
Purpose
Scavenge, backup
environment
Unity : 2020.3.37f1
Pipeline : Builtin Rendering Pipeline
[Fake] silk with subjective artistic effect
very simple :
half specualr = pow(1 - NdotV, _Edge_Pow) * _Edge_Scale + pow(NdotV, _Enter_Pow) * _Center_Scale;
specular *= _Tint;
This effect is not physical
and the effect is relatively weak on regular planes
Reference below: Cilory-UE4-Silk material You can see that when the silk fabric moves, it is slightly more noticeable
Physics-based approach
Refer to Google's pbr filament documentation (code + documentation)
Experimental results 1 - blinn phong modified specular to anisotropy model
This is the sheen of ordinary clothes, as shown below:
Anisotropy model lighting is used, as shown below:
This is the luster of silk clothes. The simple test DEMO is as follows (non-PBR)
- Optimized normal application changes to T (tangent) for anisotropic materials
- Complete other fresnel, reflection, ambient supplements
I used the blinn phong model for the above effects, and applied the PBR Anisotropy effect to the highlights.
Then the following is the effect of adding PBR Anisotropy to the standard metal flow of the unity builtin rendering pipeline (built-in pipeline)
Experimental results 2 - Unity BRP standard (metallic flow) shader modified sepcular to anisotropy model
The reference is: the anisotropy effect in PBR Filament:
The first step is to directly light the specular highlight part
https://google.github.io/filament/Filament.html#materialsystem/anisotropicmodel
The second step is the normal of IBL's reflect
The second step is to distort the cubemap reflect dir (that is, IBL's Anisotropy, which is to modify the reflect dir.In fact, I directly modify the normal here, so reflect(-v,n ) modifies the reflect result)
https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy
Final viewing effect
Substitute the PBR Aniso effect in standard, as shown below:
- On the left blinn phong changes specular to anisotropy specular
- The middle standard metal flow is modified to anisotropy specular
- On the right is the ordinary standard metal flow
Experimental results 3 - anisotropy model fine-tuning glossy and normal tilling
Model on PBR Filament, testing the effect of changing Standard to Anisotropy Specular
Show standard metal flow
Turn on anisotropy
Then we add another detail normal
The basis is too thick, adjust the scale offset
The final effect
Add Bloom, Color Grading (tonemapping) after-effects
I found a texture on the Internet, and I temporarily used it as MGA (metallic, glossy, ao) and normal, and the effect was quite good.
Then I photoshopped a few pictures with different tilling
The normal effect is more delicate
Experiment result 4 - Add detail albedo, mix, normal functions
Station A reference
Then search for "fabric" on station A. There are also Chinese people uploading their own practice works there, which is also very OK
https://www.artstation.com/search? sort_by=relevance&query=%E5%B8%83%E6%96%99
Some also note the DCC software used (basically DS/SD: Substance Designer and mamoset eight monkeys)
https://www.artstation.com/artwork/ lxdkzo
For example, this material
The texture used is as shown below
The texture channels used are:
- TO THE
- BaseColor
- Height Map
- Roughness
- Normal
Basically, they are the channel diagrams of our PBR materials.
References in station A:
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https://www.artstation.com/artwork/lxdkzo
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https://www.artstation.com/artwork/B1KG8r
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https://www.artstation.com/artwork/B1KG8r
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https://www.artstation.com/artwork/kDrVZy
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https://www.artstation.com/artwork/L3XWNP
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https://www.artstation.com/artwork/48KDYl
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https://www.artstation.com/artwork/Zeq9P8, this is very beautiful. It uses Substance 3D Designer for texturing, Marvelous Designer for cloth settlement and baking, and Marmoset Toolbag for rendering.
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https://www.artstation.com/artwork/KOJk19
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https://www.artstation.com/artwork/d0vLYW
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https://www.artstation.com/artwork/4Xzea8
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https://www.artstation.com/artwork/VyY92R
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https://www.artstation.com/artwork/2qOzgA
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https://www.artstation.com/artwork/2qOzgA
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https://www.artstation.com/artwork/rAr3xm, this is also very beautiful, also SD + Eight Monkeys
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https://www.artstation.com/artwork/OmblEb
Project
- Testing_Fake_Silk_Shader_2020.3.37f1_URP.rar
- Testing_PBR_Anisotropic_2020.3.37f1_BRP_v1.rar
- Testing_PBR_Anisotropic_2020.3.37f1_BRP_v2.rar - Scenario: _10_My_Silk_Anisotropic_Lighting, added processing of standard, fwdbase, fwdadd
- Testing_PBR_Anisotropy_2023.3.37f1_BRP_detail_albedo_mix_normal_V3.rar - 增加了 detail albedo mix normal
PBR filament web capture
PBR_filament_web_capture.jpeg
Extraction code: ceio
References
- Anisotropic material inside: Silk material can refer to:
- Lighting model PBR
- Anisotropic specular BRDF - Formulas and codes are available, a very useful foreign PBR filament tutorial
- Silk, hair Anisotropy:
- Unity Shader Cloth Rendering (2) Specific Implementation
- Realization of silk effect
- Use of FlowMap
- URP satin material similar
- You can refer to: UE4 or the silk material in unity HDRP
- PBR lighting Part1: BRDF (Cook-Torrance model)
- Shader Learning (18) Manual Reproduction of PBR Lighting Model Effect Analysis - The writing is very easy to understand
- Unity PBR Shader Clothes Rendering Silk - This cnblog blogger also referred to the shader in PBR Filament and UE, the effect is very good