What is the node to use when layering materials on top of each other and the bumps should add up.
The picture attached shows a reference pcb
White screen print (with bump)
Shiny metallic soldering pads (with bump)
Small holes (opacity though through the PCB material)
PCB Material green (with bump)
Layering Materials Node
It depends on the situation:
- is the PCB mesh a flat plane?
- what texture files are at disposal?
- are the layers separated texture files?
A composite material node would be suited.
An easier way and superior results would be via displacement. Since a PCB has actual height while bump / normal methods will always remain flat only giving an illusion of surface bumpiness, displacement actually displaces the surfaces' mesh.
If the PCB asset is relatively flat on references, then a normal map could be appropriate in a dual material setup combined with composite:
1. one green base PCB material
2. one golden like for the second layer
Bump / Normal map can be plugged in any of the two.
- is the PCB mesh a flat plane?
- what texture files are at disposal?
- are the layers separated texture files?
A composite material node would be suited.
An easier way and superior results would be via displacement. Since a PCB has actual height while bump / normal methods will always remain flat only giving an illusion of surface bumpiness, displacement actually displaces the surfaces' mesh.
If the PCB asset is relatively flat on references, then a normal map could be appropriate in a dual material setup combined with composite:
1. one green base PCB material
2. one golden like for the second layer
Bump / Normal map can be plugged in any of the two.
- interelectronix
- Posts: 87
- Joined: Fri Sep 22, 2023 9:25 am
The blur node is a recurring request.
This image reference shows a scenario for displacement, optionally vector displacement.
To save on resources and avoid OSL, a suggestion: to blur the map in another program and replace / re-import in Octane (changing the file path, ideally).
This image reference shows a scenario for displacement, optionally vector displacement.
To save on resources and avoid OSL, a suggestion: to blur the map in another program and replace / re-import in Octane (changing the file path, ideally).