thinkSHEEP
thinkSHEEP
About Me
Connect
LOCATION
Not Specified
WEBSITE
Houdini Skills
Availability
Not Specified
Recent Forum Posts
Fresnel Displacement Sept. 4, 2012, 9:19 p.m.
tamte
…however “I” would represent new, bounced ray which goes from previous shading point in reflected direction
so object in reflection by using P will not necessarily have falloff to edge but rather it would be the same falloff as from camera just looking at it from different angle
I don't really get it. Hmm.. is it possible to work out an example file from the file above?
Fresnel Displacement Aug. 31, 2012, 7:19 p.m.
Thanks tamte, it works fine now (:
Just a question though, what do you mean by
What will happen in the reflection/refraction?
Just a question though, what do you mean by
however for secondary rays it may not behave as you want?
What will happen in the reflection/refraction?
Fresnel Displacement Aug. 30, 2012, 9:37 p.m.
Thanks for the answer, I didn't know the I variable can't be displaced.
Hmm.. If I use P, will I still be able to get that “fresnel”-ing effect?
Like the blue on the outside and the reddish on the inside.
Also, by secondary rays, you mean the look of the weapon in some other geometry's reflection?
Hmm.. If I use P, will I still be able to get that “fresnel”-ing effect?
Like the blue on the outside and the reddish on the inside.
Also, by secondary rays, you mean the look of the weapon in some other geometry's reflection?