Btw you can do that mix in one shader by doing 2-3 color ramps - 1st color ramp is mask for paper/paint where you connect it to color mix node and connect 2 textures together. 2nd one is connected from first one to next color ramp in linear space for IOR where black is IOR of paper and white is ior of paint. 3rd color ramp is for specular tint or sheen if you need one. + its cheaper resource wise to use B&W texture masks then have baked 4k texture - cause you could just scale up 512-1k texture alot to achieve 8k sharpness while using 2k-4k mask cause from 2k to 4k is 4x memory growth so scaling 512-1k texture is 8x-16x of memory reduction and it would look better cause you are not limited to resolution that much then when you use baked albedo. Sometimes baked albedo is cheaper cause you use 1 texture instead of 6-8 textures per each channel if its complex material, so try to calculate it if you have limited ram or want big scene with simulation etc.
@eclairesrhapsodos549610 ай бұрын
Really good tutorial and quite simple, thanks for doing it >w
@eclairesrhapsodos549610 ай бұрын
Where to get that paper and gold textures?
@sergkaskalov398310 ай бұрын
In the paper shader, you have applied another Node. What kind of Nod is this?