This week I spent time developing a reusable fabric material, I wanted the material to appear somewhat coarse as that felt more appropriate for the rest of the environment. I opted to keep the input albedo simple and find ways in the material graph of giving it the textured look I wanted using the normal and roughness. This meant I could reasonably drop any albedo in and it would work.
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Close up of a rug. |
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Hanging drapes in the entryway, |
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Other cloth in the scene. |
Hanging elements simply looked wrong if they were completely static so I knew I needed to emulate a subtle breeze. The solution I settled on was to use a panning gradient within the fabric material in the world position offset. Scaler parameters would let me control how fast and strong the wind was blowing and I used vertex colours to mask out the areas I didn't want to blow in the wind.
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The redder the vertex colour the more that area is affected by the world position offset. |
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Wind simulation nodes in the material graph, |
I also reassessed my lighting set-up this week, while I initially choose a night time setting to provide some contrast to the interior lights. the result was a more dingy atmosphere than I wanted. I pivoted to a day-time setting and experimented more with lighting it in this setting. I am overall much happier with this direction and will look to push in going forward.