Satin Material
By Neil Blevins
Created On: July 15th 2004
Updated On: Dec 13th 2024
Software:
Blender or 3dsmax (vray)

Here's a tutorial on how to create a basic satin material. The original material was made using my favorite renderer back in the early 2000s, the Brazil Renderer. Someone came on the Splutterfish Forum, and wanted to know how to make a satin material. I was waiting at home for a plumber, and didn't have much to do, so I decided to give it a try. Now I've updated this tutorial showing how to make a similar material in both Blender and 3dsmax with vray.

Reference

Here's the photo of satin that I was given by the person who posted on the forum.

Figure 1

Software Agnostic Material

The basic ingredients are as follows: Ways to make it more realistic:
Here's the geometry I'll be using for the material tests. I started by making some cloth looking geometry using a free version of simcloth inside of 3dsmax. I took a plane, put a noise modifier on it, then dropped a second plane on top of the first plane. My second plane (the cloth) all bunched up like cloth would when it impacted the first plane. I then deleted the first plane and now had some wrinkly cloth geometry.



Blender Example

Here's the shader for Blender...



So I started with a Principaled BSDF.

I then set the diffuse color to a pinkish color.

I then changed the roughness to 0.3 and IOR to 3.7. I then went into specular and changed the IOR Level to 1 to increase the front facing reflectivity.



One last tweak to the spec, because satin involves lots of tiny threads that make up the material, it actually has some anisotropy to the specular (see my tutorial on Anisotropic Reflections). So go to the Specular area and set Anisotropy to 0.7 and Anisotropic Direction to 0.25 to stretch those reflections in the direction perpendicular to the thread direction.



I noticed that while the thread bumps are too fine to see in the reference, there is some soft tiny bump, like the fabric has gone through the wash a few times and so has some mild pilling which creates this fuzz. So I ad a noise procedural for the bump, very tiny size. And that brings us to the final render.



Here's the blend file, Blender 4.2: satin_material_blender.zip

3dsmax (vray) Example

Here's the shader for 3dsmax for the vray renderer renderer.



So I started with a standard VrayMtl.

I then set the diffuse color to a darker red / brown.

I then changed the Reflection color to white, Glosiness to 0.4, and IOR to 3.7 to increase the front facing reflectivity.



One last tweak to the spec, because satin involves lots of tiny threads that make up the material, it actually has some anisotropy to the specular (see my tutorial on Anisotropic Reflections). So go to the BRDF area and set Anisotropy to 0.5 to stretch those reflections in the direction perpendicular to the thread direction.



I noticed that while the thread bumps are too fine to see in the reference, there is some soft tiny bump, like the fabric has gone through the wash a few times and so has some mild pilling which creates this fuzz. So I ad a noise procedural for the bump, very tiny size.



I the felt the surface still felt ever so slighty rubbery, so I decided to add just a tiny bit of subsurface scattering, since cloth is thin enough I can imagine some light to bounce through the surface. And that brings us to the final render.



Here's the max file, 3dsmax 2022: satin_material_3dsmax_vray.zip


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