dear mark, short interrupt... ps: do you have the example as a realsoft v5 file? (damned, just working with v5, sorry)...
no, it's a good idea to work with the negative values to reflect the ray... I will check it if I can open your file:-) see you, best regards, Frank -----Ursprüngliche Nachricht----- Von: "Mark Heuymans" <[EMAIL PROTECTED]> Gesendet: 04.06.08 21:20:37 An: <[email protected]> Betreff: Re: last little scene with glas/ice texture :-) 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 ------------------------------------ Hi Frank, I attached a test project with the alternative fresnel glass. The key is the curve. At Ray*normal = 0, you're looking straight at the surface, at -1 you look along the surface. At those shearing angles, glass (and most smooth surfaces) behaves almost like a mirror! The negative (left) side of the curve represents rays entering the glass, the positive side is where the rays leave the glass. (correct me if I'm wrong...) In the project I added a prism to check the renderer's handling of total internal reflection, had to increase optical thickness to get it right. For ice and water, I think you should use a lower value, like 0.33. Hope this helps a bit! -Mark b ______________________________________________________________ Jeden Monat 1 hochkarätiger maxdome-Blockbuster GRATIS! Exklusiv für alle WEB.DE Nutzer. http://www.blockbuster.web.de
