[Bf-cycles] Controlling eflection in glass shader

Daniel Salazar - 3Developer.com zanqdo at gmail.com
Mon Jun 4 06:45:21 CEST 2012


Would be nice to do this as external py files! Any word on how do you plan
to handle presets and exporting/importing of node groups?

Daniel Salazar
patazstudio.com


On Sun, Jun 3, 2012 at 10:42 PM, Agustin Benavidez <
agustinbenavidez at gmail.com> wrote:

> Btw, not sure if this was proposed and rejected before, but since the
> shading workflow has already been tested and proved to robust and unlikely
> to suffer radical modifications. i think would be nice to include some
> node groups by default in the startup .blend. There are many group setups
> very useful that they even act as completely new features.
> It comes to my mind some useful setups:
>
> - Plastics
> - Advanced glass, reflection control, absorption
> - Car paint with flakes
> - Wire frame Shader
> - Metals with fresnel,
> - Glass dispersion
> - Glass with transparent shadow (architectural glass from Lux terminology)
> - And many others very useful, some of them made out of procedural
> textures like water surfaces, metal galvanized/rusted, wood (i have seen a
> tremendous good one entirely procedural), all those with nice custom
> controls etc.
>
> Cheers.
> Agus.
>
>
>
> 2012/6/4 Agustin Benavidez <agustinbenavidez at gmail.com>
>
>> 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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>>
>
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