[Bf-committers] node ior

Daniel Salazar - 3Developer.com zanqdo at gmail.com
Sat Oct 15 09:41:10 CEST 2011


Maybe it's possible to just move this setting globally to the shader
tree and solve this hidden annoyance. I'm not asking to correctly mix
different transparent shaders but at least unify it in the UI and
shader tree

Daniel Salazar
3Developer.com



On Sat, Oct 15, 2011 at 1:35 AM, Matt Ebb <matt at mke3.net> wrote:
> 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
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