dear mark, oh yes, wonderful, I am curious how to build new vsl shader, cause 
of the learning curve myself! ;-) thanks for the tipps and your critics...

you said "channel ray*normal to Reflection directly with a 
Curve object, with horizontal range (ray*normal: the angle between camera 
and surface) from -1 to 1"... 

o.k.:-))) how to you build this one? If you have an exercise, please upload it 
here! - My glass/Ice shaders are not perfect, it's a time spending work, but 
the various ways (often complex and not so easy to handle) to the right shaders 
are be worth it!  
I am looking for the right look for my ice cube or soft ice pot!

best regards, have a nice day, see you, Frank Brübach


-----Ursprüngliche Nachricht-----
Von: "Mark Heuymans" <[EMAIL PROTECTED]>
Gesendet: 04.06.08 00:21:59
An: <[email protected]>
Betreff: Re: last little scene with glas/ice texture :-)


hello again, dear realsoft friends: a little new picture with ice/glass 
textures... I will build now a bigger scene with various vsl shaders and 
nurbs objects, perhaps I can create an "icecream pot" :-)

added picture: ... rendering times: 3:56, image size 640x480, recursion 
depth 4, two different ice shader, glass-textures, mirror texture, having 
built this scene with only one ligth source! ;-) and some nurbs objects.

So long, have a nice time here, good realsoft renderings, see you, 
frankolino and I will make a time limited break

ps: what about this forum? Why it's so calm here????

--------------------------------------------------------------------------------------------


Hi Frank,

The ice is getting better and better!
I finally have some time again to pick up fun 3d stuff like this, just 
finished a few hectic weeks of commercial architectural projects...

I remember some talk about Fresnel-shaders... maybe here's an alternative.
A bit of VSL: I usually map channel ray*normal to Reflection directly with a 
Curve object, with horizontal range (ray*normal: the angle between camera 
and surface) from -1 to 1. This way, you don't need the Abs Value and other 
calculations. I even found a table with real angle/reflection values for 
water in an old book (Minnaert, "De Natuurkunde van 't vrije veld).

More to follow, I'll upload some shaders if you want.

Cheers,
-Mark H 





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