Is it possible to only have the bump map affect only the reflections of a shader? Im trying to make car window glass reflections have the warped effect by bumping the reflections but the refraction gets distorted too (it might be technically correct as some photo refrerence does show warped refractions). I have broken the layers of glass out into a blend shader and added a bump map to the reflection layer of that, which does kind of solve the problem. I get control over the glass window reflection distortion, and I get clean refractions. This setup breaksdown though since I need "reflect on backside" turned on to get the visual relationship of the glass and the window frit band correct, so the reflection and refraction need to be done with one shader.
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Bump only the reflections of a shader
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Originally posted by seandunderdale View PostIs it possible to only have the bump map affect only the reflections of a shader? Im trying to make car window glass reflections have the warped effect by bumping the reflections but the refraction gets distorted too (it might be technically correct as some photo refrerence does show warped refractions). I have broken the layers of glass out into a blend shader and added a bump map to the reflection layer of that, which does kind of solve the problem. I get control over the glass window reflection distortion, and I get clean refractions. This setup breaksdown though since I need "reflect on backside" turned on to get the visual relationship of the glass and the window frit band correct, so the reflection and refraction need to be done with one shader.
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Totally agree...one of my bugbears is the frit having reflection or grey tone in it. Ive had some heated conversations in studios about this. What I find though is that when the frit geo is fully below the window glass geo, you dont get it showing up visible in the render. I move it up so it sits inside the window geo, which has thickness, but then I also need the windscreen glass to have "reflect on backside" on to get the desired results. I assume its because glass does reflect internally in real life, and the frit is black, so the glass ends up with this extra reflection effect / amount, which is what causes the glass and frit separation visually in render. This whole effect is broken when I make a blend shader glass setup, which is the only way I can bump the glass reflection to get the glass warping, and keep the refraction clean.
Ill try your method and see how it goes. I do feel like a cheat / hack will be the solution.
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Ive found I can get the results I need by turning off reflections and turning on coat. I use the bump map in the coat, and also turn on "reflect on backside". This gives me a clean refraction with no bump, also the window ceramic and glass separation, and also the control over the glass bump distortion amount. Let me know if anyone sees any issues with using coat as the glass reflection instead of the actual reflection. I didnt actually think it would work since I wasnt sure reflect on backside would work with the coat layer.
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