Carbon fiber material featuring a 2x2 weave.
I wanted a carbon fiber material for a project I'm working on but didn't want to go through using a huge mess of nodes. I ended up modelling the fiber in Blender and baking it to a normal map that I could then use to get the desired effect. In the file there are 3 different materials that are almost identical except for using slightly different normal maps.
Due to the node setup I'm using, your mesh must be UV-Unwrapped in order for it to work. Because of this, the material doesn't really work with curves but you can get around this by using a cylinder mesh along with a curve modifier. I have included an example of this in the file.
Finally, because the glossy highlights aren't baked in as a texture, it may look better or worse depending on how it's being lit.
Thanks to the b°wide NodePack (public domain) for the vector scaling method. Also for inspiring me to try creating my own material and to release it as public domain as well.
These look nice.
Do you have companion AO textures for CF1, CF4 and CF5 normal maps? When I use File/External Data/Unpack those AO files are missing..?
CF1 uses "CF AO.png" and 4 & 5 both use the "CF2 AO.png" image.
Edit: I also checked the file by downloading it again and the textures do appear to be packed in the file.
Thanks! implementing bumps in the 'detailed' normals works great for anisotropy without tangent maps.
The only thing that I can think of to improve this is to slightly round the edges on the normals, because as it is each strip of fiber is flat across it's width.
This is better than Poliigon's carbon fiber!
That seems a clever way to go about it. Very interesting, thanks for sharing cc zero.