[Bf-cycles] Controlling eflection in glass shader

Agustin Benavidez agustinbenavidez at gmail.com
Mon Jun 4 06:17:48 CEST 2012


Adriano,
I think the tools has already given to you,
Open Blender,in the default scene create 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.

cheers



2012/6/3 Adriano Oliveira <adriano.ufrb at gmail.com>

> 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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