Chrome Layer Network
The network for this Material Layer is pretty straightforward. It has been broken down for fast construction. The two textures used are T_ExampleLayers_Metal_1_BC.png for the Base Color and Roughness, and T_ExampleLayers_Metal01_N.png for the normal map, both downloadable at the top of this page.
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The Material Layer is broken down into comment blocks, which are explained below:
Base Color - This portion of the network is very simple. We have set up a Linear Interpolate that blends between our base chrome color and a very dark gray. The base color is actually a Function Input named Tint. This input is set to a Vector3, allowing us to input color into the function and change the color of the chrome. We use the red channel of the T_ExampleLayers_Metal_1_BC texture to drive an interpolation between the two.
Metallic - Since we are creating a metal, we set Metallic to 1.
Roughness - We are creating chrome, so roughness will be generally pretty low. However, in the darker areas we are going to boost roughness a little, just to give some depth to the overall look of the material. In effect, this is the same network as the one we used for Base Color, except that we are simply Lerping between 0.2 and 0.4.
Customizable Normal - This network simply takes in a tangent space normal map and separates the green and red channels, which control the bulk of the map's detail. We multiply each channel by a value supplied from another Function Input. This input is set to a Scalar type and named Normal Multiplier, with a default of 1.0. The results are appended (AppendVector node) together and then appended to the blue channel of the normal map. The result is that the user has the power to adjust the height of the normal by changing the Normal Multiplier value.
Be sure to save your Material Layer Function when done.