[Bf-cycles] Should the Glass Node only colorize the refractive part?
gottfried at blenderdiplom.com
Wed May 13 18:30:04 CEST 2015
On 05/13/2015 06:11 PM, Brecht Van Lommel wrote:
> Volume rendering might sound slow, but for this specific case it's
> actually really fast and most likely the behavior that you want.
Yeah, this is definitely the best and most realistic way to get colored
glass (unless it's been painted on like my storm lamps on the balcony).
The reason why I bring this issue up is:
a) Newbies might create glass/plastic/liquid that shows non-realistic
b) I noticed that the glass shader is misleading even to experienced
users because it is called glass but does not act like glass.
c) I ran into this issue when doing work for a client and switched to
the method you mentioned because of that. The problem with absorption is
that you will never get the color you enter in the color input because
absorption is doing a "gamma correction" on each channel which means a
lot of tweaking is required if you want a certain color for your object
> On Wed, May 13, 2015 at 4:47 PM, Zauber Paracelsus <zauber at gridmail.org> wrote:
>> AFAIK, the glass node is used for more than just glass,
Plastic and colored water also don't colorize reflections...
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