6 answers · asked · Lesson: Base Metal Shader · Course: Creating a Wall of Mailboxes

I think I have messed up with the Dirty Vertex Colors

This top one is Eevee and bottom is Cycles. Something is going very wrong when I apply the Dirty Vertex Colors. It looks meh in Eevee but way wrong in Cycles.
I used to have 2.78 on my computer but I go to it to open (in my Steam account) it now opens 2.8.

I am uncertain what I should or could do to fix this. I keep deleting the Vertex Colors and start over, but it just doesn't get better. I flipped normals...
I can't think of anything else.

  • I may have solved it. I started over and got the same result, but when I turned down the lamp it made it less tarnished looking.

  • sshegeek 

    It has been a long time since I followed this tutorial, and I haven't watched it again now, but what I notice is, going from your Surface Output to the left, there you have a Mix Shader, that mixes a Diffuse with a Glossy Shader. When the Factor of that Mix Shader is 1, then the result would be pure Glossy Shader. As the Factor you Add (should maybe be an Overlay???)  the Vertex Color output (which is a value between 0 and 1) to the output of a Color Ramp (which also gives a value between 0 and 1, in this case). So, you end up with a value between 0 and 2, as a Factor to mix the Diffuse and Glossy! That is way too much Glossy for any purpose!

    And furthermore, in 2.8 the Displacement (in the Material Output Node) is a Vector Displacement (purple socket). It's better to use the Vector > Displacement Node for that, in stead of the Multiply Node...

    And lastly, yes, the light values have changed in 2.8, mainly to get consistency between Cycles and Eevee.

    I hope I didn't confuse you more than helping;)

  • Thanks, I will go through those steps and give it a try.  I am also wondering how to do it with the Principle BSDF instead.

  • I tried with Prinicpled BSDF I think I am getting closer with this rather than the other.

  • sshegeek

    Just don't put the output of the Vector > Displacement Node into the Roughness of the Principled Shader;)