Thanks for your answer guys !
Yes n and k value are already here in 3.08 in the metal material !
What i need would just a be an utility nodes to generates a fresnel texture.
Actually only fallof map with the skew distort controller look to offer this.
But the skew distort is very unintuitive for me.
So that would be great to add in this node 2 other mode to generate the fresnel.
- the first one base on IOR value like i explain previously.
- the second base on the normalized disney PBR shader specular controller.
https://disney-animation.s3.amazonaws.c ... tes_v2.pdfThe idea would be to use this gradient as a mix value for the mix material node.
You can watch the substance PBR shader in liveDB to see an exemple of the idea.
For exemple if i want to do an anisotropic velvet. i would like to use a diffuse material to get the roughness in the diffuse, and a glossy material for ward anisotropic.
Today i need to make a mix at 50% to keep energy conservation.
But if i do so the color i have set in the diffuse will be fade away at angle 0. because i reduce it by 50%.
What i would prefer is to get
- diffuse mat at 100%
- glossy mat at 100%
- compute the fresnel map base on IOR value or disney value.
- multiply it by each bsdf to get energy conservation
in that scenario my diffuse color at angle 0 will be exactly like i have choosen in the shader color, i don't have to balance the reduction of intensity cause by the mix at 0.5.
Cheers
E