i disagree, Agustin,<div><br></div><div>As I understand, a mix between glossy and glass shaders will always have reflactions as long as both are glossy. So, if I can&#39;t have a glass without reflections in Cycles, I still don&#39;t have total control over this kind of material.<div>
<br></div><div>A transparent shader with IOR and color controls would act like a &quot;difuse glass&quot; and would be more sueteble to mix with a glossy shader. This would be more intuiteve and efficient to mimic things like liquids, that are not &quot;glasses&quot;, but heve do be made with glass shader today.</div>
<div><br></div><div>Glass shader seams to me as a &quot;meta shader&quot; and we lack a proper &quot;basic shade&quot;r do create transparent materials.</div><div><br></div><div>My humbble proposition is to have a transparent shader that at its default acts like today, but presents slots for roughness, color, IOR and perhaps absorpsion.</div>
<div><br></div><div>;)<span></span><br><br>Em segunda-feira, 4 de junho de 2012, Agustin Benavidez escreveu:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div style="text-align:left">
<span>Adriano, </span></div><div style="text-align:left"><span>I think the tools has already given to you,  </span></div><div style="text-align:left"><span>Open Blender,in the default scene c</span><span>reate a mix between glossy and glass, group it in a node group, add extra nodes, fresnel or whatever you need to make it work like you need, SAVE user preferences in file menu, and you will always have your custom glass at the tip of your fingers like the basic glass one, this time in the group sub menu.</span></div>

<div style="text-align:left"><span><br></span></div><div style="text-align:left"><span>cheers</span></div><div style="text-align:left"><span><br></span></div><div style="text-align:left"><span><br>
</span></div><br><div class="gmail_quote">2012/6/3 Adriano Oliveira <span dir="ltr">&lt;<a href="javascript:_e({}, &#39;cvml&#39;, &#39;adriano.ufrb@gmail.com&#39;);" target="_blank">adriano.ufrb@gmail.com</a>&gt;</span><br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
Brecht,<div><br></div><div><p class="MsoNormal"></p><p class="MsoNormal"><span lang="EN-US" style="font-family:Arial,sans-serif">Like Michael says, it would be nice to
control reflections and refractions separately. </span>I would love, for instance,
to control reflections intensity in a glass by a fresnel node.</p>

<p class="MsoNormal"><span lang="EN-US" style="font-family:Arial,sans-serif">Maybe If transparent shader had a IOR control,
we could create different glass material through mix shader (glossy+transparent).</span></p><p></p><div><div><br></div><div>Adriano A. Oliveira</div><div><div><br><div class="gmail_quote">2012/6/3 Michael Fox <span dir="ltr">&lt;<a href="javascript:_e({}, &#39;cvml&#39;, &#39;mfoxdogg@gmail.com&#39;);" target="_blank">mfoxdogg@gmail.com</a>&gt;</span><br>


<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">What he means is that the glass shader is actually 2 shadders a glossy<br>
and a refracted transpent shader, i would like this too, to controll the<br>
amount of gloss shader just leaving the refraction, so we can do our own<br>
gloss on it<br>
<div><div><br>
On 04/06/12 07:18, Brecht Van Lommel wrote:<br>
&gt; On Sun, Jun 3, 2012 at 10:04 PM, Adriano Oliveira<br>
&gt; &lt;<a href="javascript:_e({}, &#39;cvml&#39;, &#39;adriano.ufrb@gmail.com&#39;);" target="_blank">adriano.ufrb@gmail.com</a>&gt;  wrote:<br>
&gt;&gt; 1) How can I control reflection in a glass shader?<br>
&gt; Don&#39;t understand the question, control how?<br>
&gt;<br>
&gt;&gt; 2) Is there a way to control fefraction in a transparent shader?<br>
&gt; No, the transparent shader has no refraction by design.<br>
&gt; <a href="http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Light_Paths#Transparency" target="_blank">http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Light_Paths#Transparency</a><br>
&gt; _______________________________________________<br>
&gt; Bf-cycles mailing list<br>
&gt; <a href="javascript:_e({}, &#39;cvml&#39;, &#39;Bf-cycles@blender.org&#39;);" target="_blank">Bf-cycles@blender.org</a><br>
&gt; <a href="http://lists.blender.org/mailman/listinfo/bf-cycles" target="_blank">http://lists.blender.org/mailman/listinfo/bf-cycles</a><br>
<br>
_______________________________________________<br>
Bf-cycles mailing list<br>
<a href="javascript:_e({}, &#39;cvml&#39;, &#39;Bf-cycles@blender.org&#39;);" target="_blank">Bf-cycles@blender.org</a><br>
<a href="http://lists.blender.org/mailman/listinfo/bf-cycles" target="_blank">http://lists.blender.org/mailman/listinfo/bf-cycles</a><br>
</div></div></blockquote></div><br></div></div></div></div>
<br>_______________________________________________<br>
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<a href="javascript:_e({}, &#39;cvml&#39;, &#39;Bf-cycles@blender.org&#39;);" target="_blank">Bf-cycles@blender.org</a><br>
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<br></blockquote></div><br>
</blockquote></div></div><br><br>-- <br><div><br></div><div><div>Adriano A. Oliveira</div><div><br></div><div><font color="#666666">Livro: <a href="http://goo.gl/WtcNX" target="_blank">http://goo.gl/WtcNX</a></font></div>
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