[Bf-committers] node ior

Matt Ebb matt at mke3.net
Sat Oct 15 09:35:55 CEST 2011

It's been like that for years, same with the transmission settings as well.
Last time I tried, there were other problems using refracting materials in
node trees too - it doesn't really work properly and is better to just avoid
avoid node materials for this purpose (or use another renderer :).

On Sat, Oct 15, 2011 at 4:09 PM, Daniel Salazar - 3Developer.com <
zanqdo at gmail.com> wrote:

> gah, got a bit of a problem here, afaik the nodetree gets the IOR for
> the entire material from what ever node it decides. So i'm having to
> set the same ior for all the shaders in a nodetree which is by itself
> annoying, however it get's worst when certain materials are shared
> with other nodetrees where I wan't other IOR values. Since blender
> doesn't support mixing multiple IOR materials I guess we need to move
> IOR to the Render Pipeline Options panel and make ir a nodetree
> option?
> cheers
> Daniel Salazar
> 3Developer.com
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers

More information about the Bf-committers mailing list