How to get a glint effect in a material thanks
Solved! Go to Solution.
Solved by madsd. Go to Solution.
You want small-big normal deviations that catches a very bright source, so need decent samples, the flake shader is your friend there, it creates voronoi structures that trace up against a surface and leave a shape where they meet in space and then the normals for each dot can be turned and amplified. You need to fiddle with the size and do some render tests to get the right amount of sparks and that totally depends on the medium you are looking at. Also, you would want to use a float variation of the normals from the flake shader to control specular and other properties to further detail the "hit" moment better, add some chromatic aberation into them and so on.
Thanks for the information I now know I can use the flakes shader but can you please break down your explanation more with examples thank you.
Thanks, I got some nice results with the instructions you gave up there......I'd still like to see the base construction tho' thanks.