PBR iridescence shader¶
Time: 45 minutes. Difficulty: Intermediate.
Author an iridescent material in Hypershade for a Blue Morpho-style look. Useful for wings, oil slicks, soap bubbles, and any surface with view-angle-dependent color.
Prerequisites¶
- Designer installed.
- Mesh3D + a directional light in your scene (see Blue Morpho chapter 7).
Open Hypershade¶
Hypershade > Open Hypershade…. Drag your mesh's material into
the graph view.
The pattern¶
Iridescence is the same texture sampled at two hues with a fresnel mix. Where the surface faces the camera, color A dominates; at grazing angles, color B.
Build the graph¶
- Drop a Texture node, load your albedo PNG.
- Drop a Color node, set to
#9333eaff(deep purple). - Drop a Color node, set to
#22d3eeff(cyan). - Drop a Mix node. Connect:
- input A: the purple Color.
- input B: the cyan Color.
- factor: a Fresnel node (exponent 4-6).
- Drop a Multiply node. Connect:
- input A: the Mix output.
- input B: the Texture's rgb output.
- Connect the Multiply result to PBR Surface > albedo.
Set the PBR Surface's roughness to 0.15 (slight gloss) and metallic to 0.0.
Add specular shift¶
Iridescent surfaces also shift specular highlights. Add a second Mix node feeding PBR Surface > specular_tint from the same Fresnel. The tint shifts blue → magenta with view angle.
Preview¶
The Hypershade preview sphere shows the material live. Orbit (Alt + middle drag): the color sweeps purple → cyan as the sphere rotates.
Apply to the mesh¶
Right-click PBR Surface > Assign to Selection. The mesh in the View Panel updates.
Render¶
Rendering > Render Quality > Preview (12 spp), Rendering >
Render Selected. The render captures the iridescence at one
specific angle: orbit the camera and re-render for different
looks.
Save the material¶
Hypershade > Save Material As… → iridescence.elymaterial.
Reuse across projects via Load Material….
Tuning¶
- More vibrant: raise both Colors' saturation in OKLab; use
lightenanddarkento keep perceptual balance. - Sharper transition: raise the Fresnel exponent (6 → 12).
- Bandwidth: add a third Color and a second Mix for a three-band iridescence (oil-slick rainbow look).
Export¶
File > Export > .esk Bundle. The material ships with the skin.
What you exercised¶
- Hypershade node graph authoring.
- Fresnel + Mix as the iridescence pattern.
.elymaterialsave / load.- Specular tint as a second iridescence channel.