In this recipe we will build a generic node group shader applicable, by setting different values, to the most part of different metal materials:
Now we are going to create the node group:
Metal
.Now we must expose all the values necessary to tweak the node group for different types of metals.
Color
; also drag the Color2 socket of the Add node to the same Color interface socket.Aniso_Amount
.Bump
.Bump_Strength
.The effect of this node group is mainly based on the IOR value, which is usually quite different for the different metals.
In the node, the exposed IOR value drives the amount of blending of the Diffuse component with the mirror component, made by the Glossy and Anisotropic shaders combined together but which in turn can be mutually blended accordingly to the Aniso_Amount
value.
The Anisotropy and Rotation values of the Anisotropic shader are exposed as well, and the same for the Tangent input—in case a particular mapping option must be used (for example, a UV coordinates layer).
The Bump socket is the input socket to connect any texture and the Bump_Strength interface socket establishes the amount of bump influence.
Similarly, both the Glossy and Anisotropic shaders' Roughness values are driven by a single interface input.
Finally, the same is true for the color of the metal, shared among all the three components of the shader; the Add node in between is to enhance it (optionally you could also expose its Fac value for further tweaking).
For a quite exhaustive list of IOR of materials, you can have a look at the following addresses:
Note that for some material (especially metals), different lists report different IOR values.
3.145.162.114