Hi
I am trying to create a velvet material. I have some PBR maps from substance painter which I wanted to combine with the Sheen slider of the aiStandardSurface.
I noticed that the specular weight is set to 0 in the default "Velvet" shader preset of the aiStandardSurface.
Is that something I have to reproduce for a correct look? Why would specular be at 0 for a correct material? is that not something unrealistic?
Also, what I was thinking to do is to plug the default PBR maps in the usual slots and a brightened version of the base color map (passed thorugh an ai_grade or an ai_color correct node) in the sheen color. Would that be the correct way to proceed?
Thanks a ton
P
I don't believe there is a specular component for velvet.
>Also, what I was thinking to do is to plug the default PBR maps in the usual slots and a brightened version of the base color map (passed thorugh an ai_grade or an ai_color correct node) in the sheen color. Would that be the correct way to proceed?
Hard to tell without images. Try it and post the results here.