Hey guys! Here is the first part of Patreon Tutorial #55 - Product Shading & Rendering tutorial. In Part 1 I will be covering different procedural shading techniques. In particular, I will be going over metallic materials and the thought process behind the shading and layering of imperfections.
Metals and the Metalness workflow require a few important considerations, in particular how the reflection color and albedo are converted into a Complex IOR. There is a great resource page to find PBR-based values for IOR, Color, etc.
I also discuss a very cool open-source shader ball built for the USD spec called the "Standard Shader Ball", which has a lot of interesting features built into it like bubbles or an SSS depth bar. The quality of the shader ball is nice and I have converted it into different formats. Being open-source it can be re-shared as needed. The shader ball scene is included in the project files linked below, but I will also be updating an older post about it to include the updated Redshift version.
In part 2 we will be picking up where we left off and continue working on the materials and moving on to the new Distance Shader Interior Color controls to create a Boolean Clipper shading effect for our scene. Thanks again guys for all the support on Patreon, and have a wonderful day!
150+ Shader Imperfections Gumroad Pack - $18
https://mrdavids1.gumroad.com/l/mAPCZ