[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
> > _______________________________________________
> > Bf-cycles mailing list
> > Bf-cycles at blender.org
> > http://lists.blender.org/mailman/listinfo/bf-cycles
>
> _______________________________________________
> Bf-cycles mailing list
> Bf-cycles at blender.org
> http://lists.blender.org/mailman/listinfo/bf-cycles
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: http://lists.blender.org/pipermail/bf-cycles/attachments/20120603/190dd373/attachment.htm
More information about the Bf-cycles
mailing list