[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.
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
> 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
> Em segunda-feira, 4 de junho de 2012, Agustin Benavidez escreveu:
>> 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.
>> 2012/6/3 Adriano Oliveira <adriano.ufrb at gmail.com>
>>> 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
>>>> Bf-cycles mailing list
>>>> Bf-cycles at blender.org
>>> Bf-cycles mailing list
>>> Bf-cycles at blender.org
> Adriano A. Oliveira
> Livro: http://goo.gl/WtcNX
> Lattes: http://lattes.cnpq.br/8343393957854863
> Blog "CG Total": http://cgtotal.net
> Blog "Anodinidades": http://anodinidades.wordpress.com/
> Produções audiovisuais: http://vimeo.com/anodinidades/videos
> Fotografia: http://www.flickr.com/photos/adriano-ol/
> Facebook: http://www.facebook.com/adriano.ol
> Twitter: http://twitter.com/anodinidades
> Bf-cycles mailing list
> Bf-cycles at blender.org
More information about the Bf-cycles