Satin Material
By Neil Blevins
July 15th 2004
This is a quick tutorial discussing a satin shader I made in brazil, and some of the thought behind making it. While the example is brazil rendered, you can use pretty much any renderer / 3d app to get a similar effect.
Someone came on the Splutterfish Forum, and wanted to know how to make a satin material. I was waiting at home for a plumber, and didn't have much to do, so I decided to give it a try.
First off, here's the reference image I was given.

I started by making some cloth looking geometry. I downloaded the free version of simcloth, took a plane, put a noise modifier on it, then dropped a second plane on top of the first plane. My second plane (the cloth) all bunched up like cloth would when it impacted the first plane. I then deleted the first plane and now had some wrinkly cloth.
Next came the shader. One of the things about satin is it's shiny, and has a fine thread structure that primarily travels in one direction, hence I decided to use an anisotropic shader for the highlight. This led to my first stab at the shader...

Parameter wise, it's a brazil advanced material, a blinn highlight shader, anisotropy of 0.6 angle of 45, very tall wide highlight. The base shader is velvet with some color in the luminosity to bring a little extra illumination in the dark areas (faked translucency). Bump wise, I used a bump from darktree, the denim shader, but I removed the color and left only the bump, saved it as a dtsb file, and used it in the brazil material's bump channel.
While it retained some of the right aspects, a friend pointed out that it still looked a bit too rubbery, probably because the bump was too strong, and also the shadow areas weren't getting enough light (ie, I didn't go far enough with my faked translucency). So I added a little more luminosity to bring more light and color into the dark areas, and hence a much lighter, silkier material. Also, I mixed the threaded bump with a little bit of fractal noise, again in darktree (the rough procedural) with a high lacunarity value. This led me to my second stab at the material...

Then a little more refinement

Finally, I realized the material would actually be pretty rough due to all the threads, and hence instead of using a brazil default shader (who's diffuse component is lambert), I switched to an oren nayar shader, and added some roughness in there (0.7). Tweaked the other parameters again ever so slightly, a slightly tighter highlight, and here's the result...

By Neil Blevins
July 15th 2004
This is a quick tutorial discussing a satin shader I made in brazil, and some of the thought behind making it. While the example is brazil rendered, you can use pretty much any renderer / 3d app to get a similar effect.
Someone came on the Splutterfish Forum, and wanted to know how to make a satin material. I was waiting at home for a plumber, and didn't have much to do, so I decided to give it a try.
First off, here's the reference image I was given.

I started by making some cloth looking geometry. I downloaded the free version of simcloth, took a plane, put a noise modifier on it, then dropped a second plane on top of the first plane. My second plane (the cloth) all bunched up like cloth would when it impacted the first plane. I then deleted the first plane and now had some wrinkly cloth.
Next came the shader. One of the things about satin is it's shiny, and has a fine thread structure that primarily travels in one direction, hence I decided to use an anisotropic shader for the highlight. This led to my first stab at the shader...

Parameter wise, it's a brazil advanced material, a blinn highlight shader, anisotropy of 0.6 angle of 45, very tall wide highlight. The base shader is velvet with some color in the luminosity to bring a little extra illumination in the dark areas (faked translucency). Bump wise, I used a bump from darktree, the denim shader, but I removed the color and left only the bump, saved it as a dtsb file, and used it in the brazil material's bump channel.
While it retained some of the right aspects, a friend pointed out that it still looked a bit too rubbery, probably because the bump was too strong, and also the shadow areas weren't getting enough light (ie, I didn't go far enough with my faked translucency). So I added a little more luminosity to bring more light and color into the dark areas, and hence a much lighter, silkier material. Also, I mixed the threaded bump with a little bit of fractal noise, again in darktree (the rough procedural) with a high lacunarity value. This led me to my second stab at the material...

Then a little more refinement

Finally, I realized the material would actually be pretty rough due to all the threads, and hence instead of using a brazil default shader (who's diffuse component is lambert), I switched to an oren nayar shader, and added some roughness in there (0.7). Tweaked the other parameters again ever so slightly, a slightly tighter highlight, and here's the result...

Comments
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Just a quick comment on the original image, it would appear that the color changes slightly as the angle away from you increases (something I've noticed most cloth materials do), this is easily achieved with a quick falloff, put your regular material in the first slot, copy it down to the second one, and change it to the desired falloff color :)
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it is so nice.