Hello, guys, I am trying to keep my workflow inside VRay, but I ran into something that I wasted tons of time to do in VRay, but got it done fairly easily in Arnold. Can you enlighten me how to properly set this up in VRay? That will save me tons of time in the post production. Thank you.
So, what I need to do in Arnold is: on a sphere where it's perpendicular to the camera, the IOR is a certain number. Where it's parallel to the camera, the IOR =1.
So the first Arnold texture will give you a value between [0,1], at a spot where it's facing the camera, it's 1. The second node will map this [0,1] to [1,100], then feed to IOR. In the "facing ratio" texture, there are also bias and gain that are extremely important and convenient for the final result.
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So, I tried to set this up using only VRay materials. It starts with a falloff (type: perpendicular/parallel), it will generate a value between [0,1]. Then I put a vraycolor there, set its RGB multiplier to a number like 100. then a VRayCompTex will multiply A*B. Then another VRayColor (RGB multiplier =1 ) and VRayCompText add (A+B) will finally bring the value to [1,101], which gives a somewhat similar result.
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But the thing is, without bias and gain settings from Arnold, I have to try my best to adjust them in the falloff node and add more VRayCompTex, and the result is far from ideal. So I wonder, is there any useful tool, node, texture that I can utilize so that I can still have everything inside VRay? Arnold is really not my strong suit.
Thank you so much!
So, what I need to do in Arnold is: on a sphere where it's perpendicular to the camera, the IOR is a certain number. Where it's parallel to the camera, the IOR =1.
So the first Arnold texture will give you a value between [0,1], at a spot where it's facing the camera, it's 1. The second node will map this [0,1] to [1,100], then feed to IOR. In the "facing ratio" texture, there are also bias and gain that are extremely important and convenient for the final result.
So, I tried to set this up using only VRay materials. It starts with a falloff (type: perpendicular/parallel), it will generate a value between [0,1]. Then I put a vraycolor there, set its RGB multiplier to a number like 100. then a VRayCompTex will multiply A*B. Then another VRayColor (RGB multiplier =1 ) and VRayCompText add (A+B) will finally bring the value to [1,101], which gives a somewhat similar result.
But the thing is, without bias and gain settings from Arnold, I have to try my best to adjust them in the falloff node and add more VRayCompTex, and the result is far from ideal. So I wonder, is there any useful tool, node, texture that I can utilize so that I can still have everything inside VRay? Arnold is really not my strong suit.
Thank you so much!
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