Hello People ! My name is Kaustubh Mokashi. You can contact me on Facebook/LinkedIn.
I realized principled shader on transmission 1 isn't really good for photorealistic Gem Stones. I have completed this node setup, which should work fine for any gem stones. It is based on the node setup of Anthony Pilon. Link to the same is down here.
https://www.artstation.com/artwork/KdDxx
Explaining the GSS nodes in short :
1) Absorption Color - basic color of the gem stone.
2) Base Color - Gem stone has a tinch of the base color as well. It can be kept white for most of the gems.
3) IOR - Refrative Index
4) SSS ColorRamp - Subsurface scattering color ramp, is to detect color of subsurface, which is an input from colorRamp.
5) SSS Factor, is an input for verticla factor, not compulsory, but if you need difference in vertical density, you can use it. input should be given from vertical factor node group.
6) Volume - Again, density difference for vertical factoring. You can leave it blank.
7) Volume Emission - In case you want your gemstone to emit some light, of the same absorption color.
Vertical Factor :
1) Factor for color ramps.
2) Factor for Subsurface Scattering.
3) Factor for Volume.
Color Ramps:
its just Calibered according to Red , Blue and White Stones. You have have your own, with an input from Vertical Factor,in vector.
Enjoy ! hope it is Useful.
P.S : This is my first ever post on BlendSwap, pardon me if I've made some mistake.
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