I’m building a 3D bike configurator that requires displaying various paint options.
A few of the options are flip/iridescent paint, which I’m not sure how to implement. I’ve played about with the iridescence properties on MeshPhysicalMaterial, but don’t seem to be able to control the colours very well.
I’m initially looking for some advice on how this would be best implemented e.g. MeshPhysicalMaterial, textures, custom shaders etc.
Here’s an example of one of the paints, showing a range of colours from yellow to green with a metallic flake effect.
If you have experience implementing something similar before then please post details or message me and we can discuss further. Somebody based in the UK/EU would be ideal.
That’s kind of the thing with iridescence, isn’t it, hues shifting. Have you tried playing with the iridescenceThicknessRange? Knowing how the product is painted in reality is crucial as well: does your IOR match that of the real coatings? Can you give an example of how it goes wrong, expected vs achieved result?
I’ll admit I was just playing with AI generated examples, which informed me the iridescenceThicknessRange controlled the colour, e.g. [300, 500] should give a yellow-green spectrum, but the actual colours shown seem to depend on the base colour I give the material as well. So other than using trial and error to try and get a combination of base colour and iridescenceThicknessRange to visually match I didn’t see a logical way to achieve it.
It definitely sounds like I need someone with expertise in this area to ask the right questions such as matching the IOR.