Blender 2.8 Tutorial – Procedural Carbon Fiber Shader – Part 2 (Anisotrophy in Cycles)
This is the second part of the Carbon Fiber series, where we’ll increase the realism of our shader by using the Principled node’s Anisotropic option to get a more true-to-life reflection effect for the carbon fiber. This only takes a couple extra steps and the results are totally worth it. This only works in Cycles, so it won’t be Eevee compatible.

This is a step by step project from our upcoming course, The Blender 2.8 Encyclopedia, which will be published on Udemy soon. This course will be a comprehensive reference guide for the software and will include step by step projects for all skill levels.

Check out the course’s latest table of contents here for more info on what will be covered – https://cgmasters.net/encyclopedia_to…

Stay tuned for more announcements on the course and its release date!

In this free lecture from the course we’ll be building a fully procedural carbon fiber shader from start to finish. This shader will include a height map for the fibers that we’ll convert into a normal map. It’ll also include customizable options such as shadowing for the fibers, a brushed metal texture finish, clearcoat, and the ability to switch between 2 different weave patterns.

The final blend file will be available in the course’s resource files.

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