View Full Version : Fresnel/BRFD problem with mia material
I seem to have problems with scale in my glass shaders. The gradient from reflective to transparent is very, very sharp. I had the same problem when using the dilectric material. Anyone have a soultion to this?
Example picture:
Noone else got this problem? I get these a lot.
project68
03-11-2007, 11:09 AM
What kind or shader are you using?
I would suggest a blinn, and attach a sample info node to the Facing angle attribute. add a few set driven keys so that the facing angle determins the relitive reflectivity/ transparency
giving you a lot of control over the shader while also providing a relistic fresnell effect
I think this is what you need.
attached is a sample of the blinn glass shader.
rename the file extension to .ma and examine in hypershade
hope this helps
PS you need to crank up the transluscent depth and the transparent depth to like 12 fo rfinal renders
enjoy
morph106
03-11-2007, 02:16 PM
By the way Ole, I really like the result that you did get. could you give me a link to any of your other work because getting architectural renders looking like yours is exactly what I want.
Maybe if you have a website hidden away somewhere?
I use a mia_material for this render with fresnel activated. It should take care of the facing, but I want a more smooth transition from 100% reflective to transparency.
I mostly don't post pictures, since I don't know which my employer would allow me to post. But if you want nice renderings I suggest www.mir-visuals.com. Far better than anything I have ever done.
MasterZap
03-15-2007, 02:28 AM
Looks suspiciously like your normals are pointing the wrong way. That would explain it, because it would cause Total Internal Reflection on one half of the glass.
Flip your normals, or set the glass in "thin wall" mode, if it's done with single faces.
/Z
Hm. Sounds probable, since the cad program we use makes a mess of normals on my exported models. Will try. Thanks for the tip.
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