[Bf-cycles] Controlling eflection in glass shader

Brecht Van Lommel brechtvanlommel at pandora.be
Mon Jun 4 13:12:01 CEST 2012


A separate Refraction BSDF could be added, that does just refraction.
This should definitely not be a feature of the transparent BSDF node,
since that has a special function.

Brecht.

On Mon, Jun 4, 2012 at 8:22 AM, Adriano Oliveira <adriano.ufrb at gmail.com> wrote:
> i disagree, Agustin,
>
> As I understand, a mix between glossy and glass shaders will always have
> reflactions as long as both are glossy. So, if I can't have a glass without
> reflections in Cycles, I still don't have total control over this kind of
> material.
>
> A transparent shader with IOR and color controls would act like a "difuse
> glass" and would be more sueteble to mix with a glossy shader. This would be
> more intuiteve and efficient to mimic things like liquids, that are not
> "glasses", but heve do be made with glass shader today.
>
> Glass shader seams to me as a "meta shader" and we lack a proper "basic
> shade"r do create transparent materials.
>
> My humbble proposition is to have a transparent shader that at its default
> acts like today, but presents slots for roughness, color, IOR and perhaps
> absorpsion.
>
> ;)
>
> Em segunda-feira, 4 de junho de 2012, Agustin Benavidez escreveu:
>
>> 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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>>
>
>
> --
>
> Adriano A. Oliveira
>
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