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Unfortunately we don't have a falloff texture yet. I'm going to see if I can find a way to turn our Fresnel into just a falloff map with a combination of IORs. The math is a bit complicated but I'll let you know what I find. We'll add a falloff texture in our next service release. Sorry for the inconveniance
Thanks Joe. I'm glad to see that this is something that will get some attention. Any estimation on when the next service release will be out? Not rushing, just curious.
I have not so much time to play with it now, but I would use something like a carpaint material. Try to use a filter color texture for the metal part and a reflection color for the fresnel color.
Well this really isn't an answer, but at least it was a try. In trying to findout if that effect could be faked using Fresnel mapping I found three important things.
1. If you are going to use a fresnel mapping, the colors or the textures must be inverted. Why this is I dont' know
2. The Fresnel IOR play a big part in the appearance of the blend. Depending on what the IOR is major color may flip flop. Generally the higher IOR may produce a more typical result, but its really something that needs to be tweeked on a case by case basis
3. It doesn't seam that the blend angle changes significantly with the change in IOR, therefore it can really be tailored very well to a specific angle
Well hopefully this at least is helpfull to someone. The inverted color thing is big. After that is just playing with the IOR. It might also be worth a try to add a normals channel to the frame buffer and see if you can some how use that in Photoshop to add the effect that you desire. I will try to post some examples later. Hope this helps someone
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1. If you are going to use a fresnel mapping, the colors or the textures must be inverted. Why this is I dont' know
....
It might also be worth a try to add a normals channel to the frame buffer and see if you can some how use that in Photoshop to add the effect that you desire. I will try to post some examples later. Hope this helps someone...
Good that you catch the color thing again. I have posted some times about this problem and it was forgetten.
For normal channel I have done a wish very early of my Vray usage. Maxwell support this kind of output and call it "cosine". http://www.asgvis.com/phpBB2/viewtop...r=asc&start=30
The reason the fresnel color is inverted is because I only really thought about it being used in terms of the reflection - where internally it was being used as
Code:
transp = White - Reflection
As such I needed to invert it so the color you picked for the fresnel color would actually reflect the transparency you would see in the scene. I guess I can rework that somehow so this inverting only happens when its used for a reflection map - or otherwise figure a way around that.
Also - as far as the falloff - we'll add a texture to handle this.
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