[Bf-cycles] Controlling eflection in glass shader

Adriano Oliveira adriano.ufrb at gmail.com
Mon Jun 4 01:46:03 CEST 2012


Brecht,

Like Michael says, it would be nice to control reflections and refractions
separately. I would love, for instance, to control reflections intensity in
a glass by a fresnel node.

Maybe If transparent shader had a IOR control, we could create different
glass material through mix shader (glossy+transparent).


Adriano A. Oliveira

2012/6/3 Michael Fox <mfoxdogg at gmail.com>

> What he means is that the glass shader is actually 2 shadders a glossy
> and a refracted transpent shader, i would like this too, to controll the
> amount of gloss shader just leaving the refraction, so we can do our own
> gloss on it
>
> On 04/06/12 07:18, Brecht Van Lommel wrote:
> > On Sun, Jun 3, 2012 at 10:04 PM, Adriano Oliveira
> > <adriano.ufrb at gmail.com>  wrote:
> >> 1) How can I control reflection in a glass shader?
> > Don't understand the question, control how?
> >
> >> 2) Is there a way to control fefraction in a transparent shader?
> > No, the transparent shader has no refraction by design.
> >
> http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Light_Paths#Transparency
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