[Bf-cycles] Controlling eflection in glass shader

Agustin Benavidez agustinbenavidez at gmail.com
Mon Jun 4 07:08:22 CEST 2012


Yeah, with py files or whatever that gives you easy access at the most
common shaders you use every day, a mix between glossy and diffuse is going
to be probably in at least 50% of your scenes.
I am talking just like the default python templates in the text editor,
would be nice to have some default group presets.

Brecht, if you would have to modify the code with MINIMAL invasion/changes
to enable this in a proper way, what you would change? just throw a rough
idea, perhaps i can give it a try.
Some thoughts:
- Perhaps flag groups to shows up if only a header mode is set, like cycles
render
- Let the user define where/create a menu/submenu category
- I'm tired, have to go to the bed now :/

Cheers
Agus.



2012/6/4 Daniel Salazar - 3Developer.com <zanqdo at gmail.com>

> 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
>>>>> > _______________________________________________
>>>>> > Bf-cycles mailing list
>>>>> > Bf-cycles at blender.org
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>>>>>
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