Demonstration of shader development of whitemodel with outlines and iridescence for accent and glazing
Demonstration of shader development of whitemodel with outlines and iridescence for accent and glazing
Demonstration of shader development of whitemodel with outlines and iridescence for accent and glazing
Demonstration of shader development of whitemodel with outlines and iridescence for accent and glazing
Demonstration of shader development of whitemodel with outlines and iridescence for accent and glazing
Demonstration of shader development of whitemodel with outlines and iridescence for accent and glazing
Demonstration of shader development of whitemodel with outlines and iridescence for accent and glazing
Demonstration of shader development of whitemodel with outlines and iridescence for accent and glazing
Demonstration of shader development of whitemodel with outlines and iridescence for accent and glazing
Demonstration of shader development of whitemodel with outlines and iridescence for accent and glazing
Demonstration of shader development of whitemodel with outlines and iridescence for accent and glazing
Demonstration of shader development of whitemodel with outlines and iridescence for accent and glazing
Demonstration of shader development of whitemodel with outlines and iridescence for accent and glazing in 360 Pano
I've been unhappy for many years with the generic feel of most white massing models, and so in the past would tweak to the glazing was proper, and the rest white - and yet though this fit the architectural milieu, it failed to convey what I felt was needed; yes, we need in early massing stages to pay attention primarily to mass and volumetricity, but... material changes and accents interact with architectonics in a non-trivial way, and the classic white model eschews that design discussion.
Now I've developed a material in Modo which does exactly what I feel is needed: provides a *schematic* material emphasis using iridescence, to indicate either glazing or a discrete material or both - and better yet, it's a single material, and can therefore over-ride temporarily assigned mesh-specific materials - the differentiation of iridescence is based on poly selection sets, not poly material tags.