Hello all, looking for some advise to recreate a very specific material (see the video attached)
The material I try to recreate is a carbon material that has a chrome/metal effect with a color printed glass layer on top. I’m building a product configurator for it and have tried many different material options and settings. Since the material I’m trying to recreate is so specific and there are so many options I decided to ask for advise since there are many people here with much more knowledge and experience than me.
I suggest you start with MeshPhysicalMaterial and its clear coat features. The clear coat shading model is often used for special materials like carbon fiber or automotive paint. It is ideal for representing so called multi layer materials. Meaning materials with a thin translucent layer over a standard layer.
The official three.js clear coat example looks like so: three.js examples
Hello @Mugen87 sorry for this maybe obvious question but how can I implement this KHR_materials_clearcoat extension I tried to find more info about it but it’s unclear to me.
I found this example: three.js examples which also uses a Khronos extension to add transmission but also here it is unclear for me how they implemented this extension.
So is this standard available in the GLTF Loader or should I import this extension from somewhere… Or maybe I should just ask if you have a different kind of example available on how this works.
Update
So I found in the Blender manual about gltf and so is it correct that I apply this KHR_materials_clearcoat extension into my 3D file and this is the only way of using these gltf extensions?
And last question (hopefully) would it also be best practice to include a normal map into my 3D file?
For whoever is wondering how to use these KHR extensions I found this exporter by Don Mccurdy https://gltf.report/ with this exporter you can run these extensions and assign them to your materials