A typical approach to shading velvet or velour fabric is to use something like the VrayFalloff Texture to make the shader brighter at grazing angles. In looking at actual fabric samples I observe that there is something in addition going on. The fabric has a direction due to the "pile" which is comparable to the direction of an animal's fur. So when viewing the fabric at a grazing angle with the piles going down (away from the view) the fabric appears brighter, and conversely when viewing the fabric at a grazing angle with the piles going up (towards the viewer) the fabric appears darker. In other words, the brightness is affected by both the viewing angle and the direction of the piles.
So the "render theory" question is how best to simulate this directionality in the shader, together with the falloff based on viewing angle, to achieve this effect?
So the "render theory" question is how best to simulate this directionality in the shader, together with the falloff based on viewing angle, to achieve this effect?
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