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plastic
Posted: Thu Aug 04, 2005 12:08 pm
by rafi
Helo
before maxwell i was using brazil.....i am trying to get the fresnel effect on a object.....generally speaken i dont really understand how to manage reflectivity in maxwell??
Thankx
??
Posted: Thu Aug 04, 2005 12:16 pm
by rafi
In the pdf reference notes
tyhey speak about diffuse levels and specular levels.....i am working with the beta and can't find any chequing to thoses???
HELP please
Posted: Thu Aug 04, 2005 1:04 pm
by eldo
every reflecting shader does reflect like in real world where you can see a fresnel-effect on (almost - except chrome and similar materials) every reflecting surface..
no need to apply a seperate fresnel-shader in your reflection-channel or so..
Posted: Thu Aug 04, 2005 4:20 pm
by andronikos916
also glasses are glasses so you can not control (increae - degrease) reflectivity. Changing anviroment and camera angle will give you desired reflections!
cy,
Andronikos
Posted: Thu Aug 04, 2005 11:25 pm
by iandavis
All that 'stuff', fresnel plugs, specular control, etc... it's all fakery to simulate the real world principles of incident angles and changes in reflectivity. Since Maxwell is a simulator of real world materials such fakery is not required.
You can control the roughness of an object,
the level of actual reflectivity via texture map
the level of roughness via texture map
the colour of an object
and it's SSS properties.
I have not yet run into any real limitations except:
multilayer surfaces (candy apple red)
mixing texture maps
anisotropic (currently not functioning)
glowing AND reflective objects
glass (not functioning properly yet)
clip mapping and transparency effects (not functioning yet)
take a good look at some of the better images in the forum. Obviously there isn't TOO much of a limitation on surface shaders.. eh?