Welcome to the Laboratory. Here I'll publish variouse tests and tutorials.
Shadertests
This short video demonstrates some of of the effects that can be achieved with FinalRender's FR-Advanced Material.
Click on a Material's titel to see the respective shadersettings.
Fabric: here the shader only has a texturemap and a bumpmap.
Concret: here we have a texture map showing a concret surface with patches of paint. The same map with more contrast is used as a bumpmap as well as a reflection-mask. Like that the white paint reflects more than the concret.
Tiles: Essentially this has the same setup as the concret material, but the texture map is inverted when used as a bumpmap and reflection mask. So the dark tiles will look higher and more reflective than the joint-parts between them. Note the Fresnel-effect.
Orange Glow: here we blend two different materials with a procedural map as a mask. The bigger part of the material shows a highly reflective orange material, while the veins show a fully self-illuminated material which doesn't reflect at all. Note that we used the inverted procedural map also as a bumpmap for both sub-materials, making the veins appear sunken into the surface.
Wood Tiles: Again we have a texture map showing the tiles, which is also used as a bumpmap. Additionaly the reflections are slightly blurred. Note the very low samples value for the reflection-blur, like that the result is rather crispy and provides some additional structure on the material
Gold: Here we have a material with a metallic reflection curve. This weakens the fresnel-effect significantly. Like for the wooden tiles the reflections are blured with a very low amount of samples. Additionaly those reflections are blurred anisotrophic, which means that the blur hasn't the same strengt in all directions. Metals often show this effect after certain manipulations such as stretching or brushing.