Is there a way to have the refraction glossiness of a material change (as a gradient) from 1.0 to, say, .5? the idea is that with one material, i can have an object transition from a blurred refractive condition to a clear transparent condition.
I see that you can put a map into the Rafraction Glossiness channel, but i am not sure how that is going to affect the glossiness or what kind of map should be used to get the effect that i am looking for.
i thought that might happen because of my description. i did my best but obviously didn’t describe it quite right.
i actually don’t want to animate the material. in a fixed view, i want to be able to render a surface so that it can smoothly transition from blurred refraction at one end (setting of around .5) to clear at the other end (setting around 1.0).
well definitly use a gradient ramp from black to white (or somewhere inbetween), and rotate it as necessary so it goes from top to bottom … you can use show map in viewport to do this properly.
Maybe use planar mapping for the object to make things easier.
Should be quite easy to accomplish. I think i did it awhile ago.
Try it out and let me know how you go.
Or you dont have to use a gradient ramp you can make a texture in Photoshop as well.
thanks for the quick replies. that certainly sounds easy enough. so that i understand what value equates to what - white would equal a value of 1.0 and black would be 0.0?
here’s an image of where the surface is blurred all to an equal degree:
this is where i want it to be able to change back and forth.
thanks for the suggestions. for simplicity, i’ll give the gradient ramp a try first. the model is pretty complex as it is and there are lots of layers of glass and reflective and refractive materials. so, whatever is more efficient rendering wise may have to work.
Indeed - if you use a map that goes from black to white to get plenty of information in the gradient and then use the output controls (specifically the output amount control and color map) to set your output levels you get lots of flexibility.
from my findings, using a blend material is significantly faster then a map in the refraction slot. you can use different sample rates for the blurry and the clear material.