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I'm trying to make silk material that can be looked through like this (made by Pablo Dobarro) enter image description here

enter image description here

When I tried to make silk material, there are two answers for this, but both materials were not translucent enough.

enter image description here how to produce a Silk/Satin material I followed this answer, and the result is like this.

enter image description here

How to make a see through silk material? I followed this answer, and the result is like this.

I really want to make this smooth and translucent silk material.

Could you give me advice how to make this material?

  • Looks like you are using Eevee, what is your render settings? Is Blend mode in material set to Alpha Blend/Hashed/Clip? – MikoCG Nov 12 '21 at 12:27
  • or just provide your blend file so we can check it out... – Chris Nov 12 '21 at 12:28
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    First of all I think the silk material should not (only) have a translucent material, if you want to make it slightly transparent. Maybe look up the difference between translucency and transparency. A translucent material lets light pass through, so every object between the light source and the translucent material will only show as a shadow. In your example you can clearly see the skin color of the thighs show through, which is caused by transparency, not translucency. But nevertheless silk is translucent, too. – Gordon Brinkmann Nov 12 '21 at 12:28

1 Answers1

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use this node setup:

enter image description here

Here you see the different looks depending on your Fac value in your mix shader:

enter image description here

For eevee you need to choose alpha blend or alpha hashed mode for your blend mode in your material.

enter image description here

Here the comparison with fresnel node, thank to Robin and Gordon:

enter image description here

enter image description here

with HDRI

enter image description here

Chris
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  • Maybe use a Fresnel node for the Mix factor instead of a constant value, because the silk will be less transparent when viewed from a shallow angle. Or even better, use the fresnel (maybe in combination with a Color Ramp) for the Transmission value of the Principled BSDF and no Transparent BSDF. At least that's how I would do it in Cycles (I never use Eevee, sorry). – Gordon Brinkmann Nov 12 '21 at 12:39
  • @Gordon maybe Sheen? This could be the place for it.. but that's just a tweak.
  • – Robin Betts Nov 12 '21 at 12:45
  • @RobinBetts Sheen is good for silk as a surface quality, but doesn't give any transparency. Or I misunderstood what you meant. – Gordon Brinkmann Nov 12 '21 at 12:47
  • @Gordon Guess you're right.. just thinking of it as an and/or for Fresnel, for reflection/opacity at raking angles. – Robin Betts Nov 12 '21 at 12:50
  • thank you guys, i updated my answer – Chris Nov 12 '21 at 12:55
  • Hm, I just use Fresnel with a value of 1.45 and adjust it a little with the Color Ramp... but okay, if it works. And you're right taking transparency, my suggestion to use transmission is nonsense. – Gordon Brinkmann Nov 12 '21 at 12:59
  • @GordonBrinkmann: are my eyes so bad or why am i not seeing that much difference between using Fresnel or not? or have i to move the camera to see that? or have i to use cycles? – Chris Nov 12 '21 at 13:22
  • @Chris The Fresnel works the same in Cycles and Eevee. You can't see a difference because your Fresnel values are way too high. They should be between 1 and 2, and then you have to switch black and white to get the edges more opaque and the center more transparent. – Gordon Brinkmann Nov 12 '21 at 14:25
  • Ok, thanks for the explanation – Chris Nov 12 '21 at 14:27
  • @Chris I've made a comparison between different mix methods, here's an example image: Different mixing methods – Gordon Brinkmann Nov 12 '21 at 14:44
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    @GordonBrinkmann: Nice! Thank you! – Chris Nov 12 '21 at 14:56
  • I connect Fresnel, Principled BSDF, and Transparent BSDF to the mix shader. Then, changing blend mod to Alpha blend make perfect thin silk material, Thank you so much for your help! – smurfysmurf Nov 13 '21 at 03:41
  • You are welcome – Chris Nov 13 '21 at 06:50