caisson opened this issue on Nov 14, 2020 · 125 posts
caisson posted Wed, 18 November 2020 at 3:27 PM
First the shader for the flowers. Pretty simple - one texture map for colour, one for roughness, both plugged into the node and the Specular set to 0.5 (which is the 4% average for base reflectance). The colour map is run through a Cycles BrightContrast node and that is used as the translucent colour, which is added to the output of the Principled node with an AddClosure node. (The only time I’ve ever used the AddClosure so far is when building translucent materials).
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