Dear users,
does anybody know how I can convert the vray reflection parameters into a fresnel equation on a fx shader?
Let's say I have a reflection of reflectColor RGB (255 255 255) with a fresnel reflection and an Index of Reflection of 1.6 in the vray material. When I look on the material preview, I have little reflection looking from the front and much (the reflectColor) when looking from the side (fresnel effect).
Now, the fx formula for fresnel looks like this:
reflection_factor = fresMin + fresScale * pow(1.0 - abs (dot(V, N), fresExpon));
I understand that fresScale could be the reflectColor mentioned above. fresExpon could be the IOR of 1.6? But how do I calculate fresMin?
And what happens to colors that are "colored", not just grayscale but with a tone? How do I calculate this on top of a reflection cube map and parallely get the fresnel out of it?
Would be helpful if anybody would answer.
Thank you much!
does anybody know how I can convert the vray reflection parameters into a fresnel equation on a fx shader?
Let's say I have a reflection of reflectColor RGB (255 255 255) with a fresnel reflection and an Index of Reflection of 1.6 in the vray material. When I look on the material preview, I have little reflection looking from the front and much (the reflectColor) when looking from the side (fresnel effect).
Now, the fx formula for fresnel looks like this:
reflection_factor = fresMin + fresScale * pow(1.0 - abs (dot(V, N), fresExpon));
I understand that fresScale could be the reflectColor mentioned above. fresExpon could be the IOR of 1.6? But how do I calculate fresMin?
And what happens to colors that are "colored", not just grayscale but with a tone? How do I calculate this on top of a reflection cube map and parallely get the fresnel out of it?
Would be helpful if anybody would answer.
Thank you much!