Hi guys,
I have a question. I’m new to PBR shaders and learning how to simulate different materials with PBR and struggling with finding info how to simulate liquids.
Wood, metal, rubber, etc are pretty straight forward. But what about liquids. I have to make blood, milk and ocean materials in my next project. Can’t find anything.
I know that liquids should have SSS and fresnel. But how exactly it should be done for standard unity metallic PBR.
- You can’t tweak fresnel in PBR shaders but instead its a part of softness - which is very confusing.
Even if I turn off softness and metallic to 0, the material still has reflections - that’s super weird - SSS is the most confusing. for example for the ocean - the sun should come thru just the upper waves - how am i doing that? or for the other liquids even more mysterious.
How people normally simulate these materials? are there any references or places w reference values for liquids?
All PBR examples I found aren’t liquid. Even in Substance Designer they dont have SSS which is confusing.
Pls, help :>