I’ve noticed that blender velvet shader (the one from Material Collection) looks a lot better comparing to the one from 3DS Max collection. It’s because of sheen parameter I presume.
I’m about to make a configurator for beds and sofas with velvet upholstery so it’s crucial to make velvet look perfect. My questions are:
1. Is there a way to make velvet in 3DS max as good as in Blender?
2. If not is there a workaround to port somehow velvet shader to .gltf file?
3. Is there a chance that Verge for 3DS Max will get such a functionality (sheen) soon?
All the best,
P.S. I saw Khronos did some excellent velvet shader but I have not a clue how to even work with that.
Blender uses not a sheen param but a custom Fresnel node that more customizable and you create whatever you want effect. Max version tanged to sheen parameter that has no such possibility to customize it.
You mean to merge glft compilant to 3ds max scene (if it’s even possible)? Or to prepare an separate gltf with blender shader and write a script which picks shader from this gltf and applies it to specific objects in main gltf scene?