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The designer for our app made this model in blender. It's just using the Principled BSDF shader with a custom gradient for the base color, which I could easily replicate with a custom material.
However, when using the Blender Cycles renderer, a nice "light absorption" effect happens in the bottom part of the gemstone, where the light is scattered and takes in the color of the surface.
Setting up ior / transmission / roughness / etc. properties to match the blender settings doesn't replicate this effect. I assume this is because Cycles uses ray tracing, since the Eevee renderer also doesn't produce such results.
These are the blender settings:
And this is how it currently looks when rendered using filament:
I was wondering if there would be a way to replicate this kind of effect using Filament's PBR capabilities, or if such an effect could be simulated using a custom shader, and if it's the later case I would really appreciate it if someone could point me in the right direction, since my shader knowledge is very newbie.
Best regards!
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