The Cloth Shader has been deprecated since 3.6.0. It is removed in 3.7.0. You can achieve similar results with Illum Shader and also Vertex Deformation can simulate wind effects.
The Cloth shader is a specialized shader for rendering cloth surfaces. It can simulate a wide range of cloth types, from canvas, silk, velvet, fabric, leather, and even rubber (ex: scuba diver suit).
Parameter | Description | Shader Gen Option |
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Alpha glow multiplier | See Illum Shader for more information. | Glow in Diffuse alpha |
Ambient spec multiplier | Sets specular intensity/multiplier. | |
Anisotropy Shape | See Illum Shader for more information. | Anisotropic specular |
Detail bump scale | See Unified Detail Mapping for more information. | Detail mapping |
Detail diffuse scale | See Unified Detail Mapping for more information. | Detail mapping |
Detail gloss scale | See Unified Detail Mapping for more information. | Detail mapping |
Diffuse falloff | Set diffuse strength/amount in material, essentially fresnel control for diffuse texture. | |
Fresnel bias | See Illum Shader for more information. | Default |
Fresnel scale | See Illum Shader for more information. | Default |
Fuzzyness Saturation | Allows you to change the saturation of the diffuse texture used for the fuzzy. | |
Fuzzyness smoothness | Sets how smooth fuzzy layer fades out (use in compensation with fuzzyness spreading). | |
Fuzzyness spreading amount | Sets how much the fuzzy layer should cover the on surface. | |
Fuzzyness Strength | Sets the intensity of the fuzzyness. | |
Indirect bounce color | See Illum Shader for more information. | Default |
Wind frequency | Sets the speed at which the verts are deformed. | Wind bending |
Wind phase | Sets cloth animation phase and randomizes the deformation. | Wind bending |
Wind wave0 amp | Sets the amount or amplitude at which the verts are deformed. | Wind bending |
Wind wave2 amp | Sets the amount or amplitude at which the verts are deformed on a different curve. | Wind bending |
Sparks Pow | DEPRECATED - Sets the smoothness or sharpness of the spark layer (Specific parameter for nanosuit effects). | |
Sparks multiplier | DEPRECATED - Sets the intensity of the spark layer (Specific parameter for nanosuit effects). | |
Sparks phase | DEPRECATED - Sets the scale of the sparks(Specific parameter for nanosuit effects). | |
Sparks frequency | DEPRECATED - Moves the sparks layer (Specific parameter for nanosuit effects). | |
Sparks color | DEPRECATED - Sets the color of the sparks (Specific parameter for nanosuit effects). | |
Metallic amount | DEPRECATED - Makes the shader more metallic (Specific parameter for nanosuit effects). | |
Reflection Amount | DEPRECATED - Increases the reflection of the environment map (Specific parameter for nanosuit effects). | |
Fresnel scale shadow | DEPRECATED - Sets the intensity of the environment map reflection in shadows. |
Parameter | Description |
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Anisotropic specular | See Illum Shader for more information. |
Vertex Colors | See Illum Shader for more information. |
Glow in Diffuse alpha | See Illum Shader for more information. |
Detail mapping | See Unified Detail Mapping for more information. |
Wind bending | Simulate wind effects. |
DetailMap mask in Diffuse alpha | See Illum Shader for more information. |
In general cloth isn't very reflective (i.e no specular highlights). Also depending on the cloth type (like velvet for example), it reflects more/less light depending on the view position.
One interesting property of some cloth types is that it's slightly brighter on sharper angles (i.e: on silhouettes), this is mainly due to fibers present on cloth reflecting and letting light pass by, which gives cloth a fuzzy/furry look (quite visible on wool/cotton made cloth).
Some cloth types are slightly reflective, like leather and silk. On these types of cloth, specular highlight has a special anisotropic (AnisotropicHighlights) property.
The shader replicates all the above properties, and it's quite simple to use. There are 5 default parameters:
Diffuse falloff = 0 | Diffuse falloff = 0.5 (default) | Diffuse falloff = 1 |
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Fuzzyness Strength = 0 | Fuzzyness Strength = 1.5 (default) | Fuzzyness Strength = 10 |
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Fuzzyness smoothness = 0 | Fuzzyness smoothness = 1 (default) | Fuzzyness smoothness = 10 |
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Fuzzyness spreading amount = 0 | Fuzzyness spreading amount = 1 (default) | Fuzzyness spreading amount = 10 |
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The fuzzy layer, gets it's color from the diffuse layer, but in some cases, for example if the diffuse color is quite colorful we get some oversaturation on the fuzzy layer.
This parameters allows you to change the saturation of the diffuse texture used for the fuzzy. The lower the value the grayscale it gets, the higher the more saturated.
Fuzzyness Saturation = 0 | Fuzzyness Saturation = 1 (default) | Fuzzyness Saturation = 2 |
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In this mini-tutorial, we'll check how to achieve a silk look. A nice way of doing this is by first getting photographs of the look you want to achieve and use them as a reference. For this one, I tried to find some generic looking silk cloth.