[Bf-cycles] Controlling eflection in glass shader

Daniel Salazar - 3Developer.com zanqdo at gmail.com
Mon Jun 4 07:26:20 CEST 2012


Yep, I say so because I know groups are intended to become THE way for
asset sharing and reusing for Blender. However I have no idea about the
details of this idea

Daniel Salazar
patazstudio.com


On Sun, Jun 3, 2012 at 11:08 PM, Agustin Benavidez <
agustinbenavidez at gmail.com> wrote:

> 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
>>>>>> > http://lists.blender.org/mailman/listinfo/bf-cycles
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>>>>>
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