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* We could also connect it directly to the individual float components of the RGB colors but this way the node graph is cleaner. A colorCorrect node is used in this example just as a way to convert the remapped float value back to RGB for being multiplied with the cloth colors.* The longer it take the curve to become steep from left to right, the more the main color will be dominant before the washed out color will appear. A remapValue node used to set the angle blend curve or in other words, how much does the color appears washed out per change of view angle of the cloth surface.* Note that in this case I checked the node’s invert option to make it behave more like other systems I’m used to (if you don’t use invert, the angle blend curve in 5 will be different.) An aiFacingRatio node is used as an input for incident angle info.Two colors are defined with colorConstant nodes:Ī deep color as the main fabric color, and a washed out color for grazing angle view (“side color”).* Note that depending on the fabric texture, you may have to design different curves to achieve the right effect. * Note that only one of the textures RGB channels is connected to the remapValue node since it’s a float (mono) processor and not RGB. A remapValue node is used to set contrast to the fabric pattern (reduce contrast in this case) prior to it being multiplied with the fabric colors.* This is actually not the best example of such a pattern, and could be replaced with a much better texture. A black and white fabric weave texture that will serve as input for multiple shading channels.The shading network uses a classic angle dependent color blend to simulate the color of the cloth being washed out at grazing angle of view. An example of a basic traditional (not scanned) cloth material setup in Arnold 5 for Maya using an aiStandardSurface shader.
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