Hey all!
Metal in anime is an enigma. It took me sooo long to find a solution and when I got it, I stopped short of ordering pizza, LOL! Now, I get to share it with you guys!
Simply put, this shader is deeply based in the reflective nature of metal and shape, despite not looking reflective - this does mean it's Eevee only - Shader to RGB.
You can:
- Control the size of the specularity and it's opacity.
- Control the size of the diffuse and it's opacity.
- Control the size of the sheen diffuse mask and it's opacity over the material.
- Control reflection bands scale and opacity.
- Control true reflection opacity.
- The size of the reflection barriers on the inside and outside of the shape's silhouette.
- Fresnel sizes (forms masks and additional reflective behavior).
- Normal maps are supported - image - normal map node - shader.
- Additional Darkening controls for low-light scenes. This is to help with world light and other issues.
Included:
- Metal Shader + Turntable with Suzanne
Metal Shader
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Color
Texture/Color input
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Sheen Diffuse Size
Sheen refers to the fresnel elements that give the material extra bling. The sheen is limited by a diffuse mask and this controls the size of that mask.
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Sheen Diffuse Opacity
Sheen Diffuse mask opacity
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Final Diffuse Size
Functions like any hard toon diffuse
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Final Diffuse Opacity
Determines the darkness of the darker side of the diffuse
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Dark Spec Size
Dark spec refers to the black underside of the material, this is based on dark reflections that give highly reflective materials their signature look, simplified! This control scales the size of the values included.
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Dark Spec Mask Outer (Fresnel)
The Dark Spec Size above is masked by this and the next with Fresnel borders, to create that signature cutoff black section.
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Dark Spec Mask Inner (Fresnel)
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Dark Spec Opacity
This gives you the option to have that black or not have it. Personally, it should stay there, regardless.
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Spec Size
Typical specularity and it's size
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Spec Opacity
Typical Specularity and it's opacity
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Reflection Bands Opacity
A personal stylistic favorite, but I know not always appropriate, so you can turn it off here.
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Reflection Bands Texture Scale
Self-explanatory
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Reflection Opacity
True reflection opacity masked with Fresnel edges to maintain some of the metal shader.
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Normal
Normal Map input
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Normal Influence - Reflection Bands
Sometimes they should get influenced, and sometimes they should not. This gives you that option.
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Additional Black Influence (Diffused Based)
When a scene gets too dark, the material can respond to an above 0 level of brightness - ie, still visible. This, as well as the Final Diffuse Opacity and other controls, will help make it dark if it doesn't go dark enough.
This is fantastic for various uses - not just robots! It'll work on ornaments and other more organic shapes as well! I tested it with quite the variety as you can see!
Save yourself the hassle! It's done and dusted!
Models used:
- Teaset and candelabra are my own models and can be found on my store here.
- The robot and the man base are free models, also located here on CGT.
- Suzanne is included with Blender.
GOD bless you!