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  • "Everything has fresnel!"

    I was just curious on peoples workflow when it comes to using fresnel reflections. I was wondering if you guys always turn on"Use Fresnel" for reflections whether your making just rubber shader where you mainly see just highlights to a chrome shader or does it just fall back on the "what ever looks good" approach.


    Michael

  • #2
    Well, for me, everything looks better when I turn Fresnel on everything. I'm sure someone could argue both sides.
    Originally posted by michae View Post
    I was just curious on peoples workflow when it comes to using fresnel reflections. I was wondering if you guys always turn on"Use Fresnel" for reflections whether your making just rubber shader where you mainly see just highlights to a chrome shader or does it just fall back on the "what ever looks good" approach.


    Michael
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    • #3
      I use the falloff map in max to push the fresnel effect for drama so you get a very obvious gradient between reflective and not, mainly for style reasons though. If you've a good environment things tend to default towards very realistic which is a nice place to start. Metals don't use the fresnel curve, they use a way more complex curve which is almost flat from front until you get to the edge, then there's a slight dip before it shoots up to 100% reflective. It's also a slightly different curve for the red, green and blue portions of the material so most people settle on using a fresnel with a really high ior (25 upwards) or just use a flat colour for the reflection strength and no fresnel at all. Here's a reflectance curve for three different materials from wikipedia - would be hard enough to get with a fresnel curve!

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      • #4
        would be cool to have ability to load those curves as fresnel.
        Dmitry Vinnik
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        • #5
          You can load them in a Ramp or Gradient map to use as reflection strength.

          Best regards,
          Vlado
          I only act like I know everything, Rogers.

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          • #6
            That's one thing that max lacks - maxscript access to the output curve which could give you a sneaky way to do it. Must look into mapping gradient ramps to falloffs for this. Vlado is that type of curve data readily available for a lot of metals? It's not something I'd have thought about before but it'd make sense if there was a handy table of data like an ior table with numerical data that could be changed into luminance values for a ramp?

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            • #7
              Originally posted by joconnell View Post
              I use the falloff map in max to push the fresnel effect for drama so you get a very obvious gradient between reflective and not, mainly for style reasons though. If you've a good environment things tend to default towards very realistic which is a nice place to start. Metals don't use the fresnel curve, they use a way more complex curve which is almost flat from front until you get to the edge, then there's a slight dip before it shoots up to 100% reflective. It's also a slightly different curve for the red, green and blue portions of the material so most people settle on using a fresnel with a really high ior (25 upwards) or just use a flat colour for the reflection strength and no fresnel at all. Here's a reflectance curve for three different materials from wikipedia - would be hard enough to get with a fresnel curve!


              Interesting point. So do you think that RGB reflection could possible have slightly different IOR per R,G,B rays or its that same across all channels?
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              • #8
                I've seen data for some metals where it definitely does - It's possibly more complex than just rgb but yeah there's a tiny bit of variation in the three colours across the surface which gives you slight chroma splitting effects.

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                • #9
                  Humh interesting. So Vlado/Chaos is there a way to plug a separate IOR map in to each of RGB channels for reflections - asking because stuff like that will affect very dramatically flakes/car paints accuracy/realism.

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                  • #10
                    Originally posted by DADAL View Post
                    Humh interesting. So Vlado/Chaos is there a way to plug a separate IOR map in to each of RGB channels for reflections - asking because stuff like that will affect very dramatically flakes/car paints accuracy/realism.
                    If you go the ramp/gradient route, then there is no need to - you have full control over the reflectivity for red/green/blue (or you can use a separate falloff map for each channel). I don't think the actual physics is as simple as separate IOR for red/green/blue though.

                    Best regards,
                    Vlado
                    I only act like I know everything, Rogers.

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                    • #11
                      Hi Vlado,
                      when you say the ramp/gradient way. is it just a matter of plugin a ramp in the reflection colour?

                      Thanks.
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                      • #12
                        Originally posted by joconnell View Post
                        I'm wondering if there's a bit of confusion in this thread.
                        If you notice - it's alum, silver and gold on the graph - not RGB...

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                        • #13
                          Yep sorry andy you're right - they aren't an RGB graph for a single metal, I didn't make that clear, it's a single curve for each material as you say. I've seen a few of those graphs though where for a single material they separate the RGB curves though, sorry for any confusion caused.

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                          • #14
                            Originally posted by Yannick View Post
                            Is it just a matter of plugin a ramp in the reflection colour?
                            Yes; either in the color or in the Amount.

                            Best regards,
                            Vlado
                            I only act like I know everything, Rogers.

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                            • #15
                              but a ramp plug in the colour would follow the UV of the geometry...
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