[Bf-cycles] Controlling eflection in glass shader

Adriano Oliveira adriano.ufrb at gmail.com
Mon Jun 4 16:13:21 CEST 2012


"A separate Refraction BSDF could be added..."

That's the way to go!

Adriano


2012/6/4 Brecht Van Lommel <brechtvanlommel at pandora.be>

> 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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> >>>
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> >>
> >
> >
> > --
> >
> > 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/
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> >
> >
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