Hi all! I write a shader for reflecting metal surfaces like gold and chrome. And I have some questions: 1. How I can apply a Fresnel function to my shader? If I'm using a fresnel like this:
I got not a metal but a glass I think fresnel for metals not same as fresnel for dielectrics. 2. I would like to add support of the blurred reflections dependent on distance between object to which it is applied a shader and the reflected object. How to calculate a distance to the reflected object? Picture: http://www.visualparadigms.com/houdini/forum/download.php?id=46 [visualparadigms.com]
2. I would like to add support of the blurred reflections dependent on distance between object to which it is applied a shader and the reflected object. How to calculate a distance to the reflected object?