<div>"<span style>A separate Refraction BSDF could be added..."</span></div><div><span style><br></span></div>That's the way to go!<br clear="all"><div><br></div><div><div>Adriano</div><div><br></div></div><br>
<div class="gmail_quote">2012/6/4 Brecht Van Lommel <span dir="ltr"><<a href="mailto:brechtvanlommel@pandora.be" target="_blank">brechtvanlommel@pandora.be</a>></span><br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
A separate Refraction BSDF could be added, that does just refraction.<br>
This should definitely not be a feature of the transparent BSDF node,<br>
since that has a special function.<br>
<span class="HOEnZb"><font color="#888888"><br>
Brecht.<br>
</font></span><div class="HOEnZb"><div class="h5"><br>
On Mon, Jun 4, 2012 at 8:22 AM, Adriano Oliveira <<a href="mailto:adriano.ufrb@gmail.com">adriano.ufrb@gmail.com</a>> wrote:<br>
> i disagree, Agustin,<br>
><br>
> As I understand, a mix between glossy and glass shaders will always have<br>
> reflactions as long as both are glossy. So, if I can't have a glass without<br>
> reflections in Cycles, I still don't have total control over this kind of<br>
> material.<br>
><br>
> A transparent shader with IOR and color controls would act like a "difuse<br>
> glass" and would be more sueteble to mix with a glossy shader. This would be<br>
> more intuiteve and efficient to mimic things like liquids, that are not<br>
> "glasses", but heve do be made with glass shader today.<br>
><br>
> Glass shader seams to me as a "meta shader" and we lack a proper "basic<br>
> shade"r do create transparent materials.<br>
><br>
> My humbble proposition is to have a transparent shader that at its default<br>
> acts like today, but presents slots for roughness, color, IOR and perhaps<br>
> absorpsion.<br>
><br>
> ;)<br>
><br>
> Em segunda-feira, 4 de junho de 2012, Agustin Benavidez escreveu:<br>
><br>
>> Adriano,<br>
>> I think the tools has already given to you,<br>
>> Open Blender,in the default scene create a mix between glossy and glass,<br>
>> group it in a node group, add extra nodes, fresnel or whatever you need to<br>
>> make it work like you need, SAVE user preferences in file menu, and you will<br>
>> always have your custom glass at the tip of your fingers like the basic<br>
>> glass one, this time in the group sub menu.<br>
>><br>
>> cheers<br>
>><br>
>><br>
>><br>
>> 2012/6/3 Adriano Oliveira <<a href="mailto:adriano.ufrb@gmail.com">adriano.ufrb@gmail.com</a>><br>
>>><br>
>>> Brecht,<br>
>>><br>
>>> Like Michael says, it would be nice to control reflections and<br>
>>> refractions separately. I would love, for instance, to control reflections<br>
>>> intensity in a glass by a fresnel node.<br>
>>><br>
>>> Maybe If transparent shader had a IOR control, we could create different<br>
>>> glass material through mix shader (glossy+transparent).<br>
>>><br>
>>><br>
>>> Adriano A. Oliveira<br>
>>><br>
>>> 2012/6/3 Michael Fox <<a href="mailto:mfoxdogg@gmail.com">mfoxdogg@gmail.com</a>><br>
>>>><br>
>>>> What he means is that the glass shader is actually 2 shadders a glossy<br>
>>>> and a refracted transpent shader, i would like this too, to controll the<br>
>>>> amount of gloss shader just leaving the refraction, so we can do our own<br>
>>>> gloss on it<br>
>>>><br>
>>>> On 04/06/12 07:18, Brecht Van Lommel wrote:<br>
>>>> > On Sun, Jun 3, 2012 at 10:04 PM, Adriano Oliveira<br>
>>>> > <<a href="mailto:adriano.ufrb@gmail.com">adriano.ufrb@gmail.com</a>> wrote:<br>
>>>> >> 1) How can I control reflection in a glass shader?<br>
>>>> > Don't understand the question, control how?<br>
>>>> ><br>
>>>> >> 2) Is there a way to control fefraction in a transparent shader?<br>
>>>> > No, the transparent shader has no refraction by design.<br>
>>>> ><br>
>>>> > <a href="http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Light_Paths#Transparency" target="_blank">http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Light_Paths#Transparency</a><br>
>>>> > _______________________________________________<br>
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>>>><br>
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>>><br>
>>><br>
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>>><br>
>><br>
><br>
><br>
> --<br>
><br>
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><br>
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</div></div></blockquote></div><br>