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fresnel bug??

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  • #31
    You may be right but I haven't noticed a problem. I've also noticed that the glass in real life sometimes does have curve that goes all the way to the edge of the glass, meaning the relfection doesn't exactly line up across adjacent panes.
    www.dpict3d.com - "That's a very nice rendering, Dave. I think you've improved a great deal." - HAL9000... At least I have one fan.

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    • #32
      I should also add that using the rgb multiply map will probably require you to adjust your outputs of each map to balance them. I usually make the bitmap shown above much stronger than the noise map.
      www.dpict3d.com - "That's a very nice rendering, Dave. I think you've improved a great deal." - HAL9000... At least I have one fan.

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      • #33
        Thanks again.
        I managed to suss out why I was getting a sharp cut between the flat surface and the rippled surface.... I had a slight anisotropy on the material! I assume the result shown above is consistant with an anisotropic reflection?

        Problem solved, and thanks for your help.
        Patrick Macdonald
        Lighting TD : http://reformstudios.com Developer of "Mission Control", the spreadsheet editor for 3ds Max http://reformstudios.com/mission-control-for-3ds-max/



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