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Custom Fresnel Curve in Cycles

12

Check out this tutorial on creating custom fresnel curves in Cycles for more accurate reflections and other shader enhancements.

mookie writes:

Adjusting fresnel curve may help you to control reflections, material colour or any other shading parameter according to the viewer's angle. It's a technique inspired by V-Ray Falloff map that is widely used in order to achieve very accurate, realistic shaders. Now, when I discovered how to easily recreate it in Blender, I decided to share my solution in this short tutorial.

12 Comments

  1. Duh what a logical step - why did I try to do this with camp nodes. Thank you so much for the tip. This visually is more useful!

  2. Very useful, but just one note: Layer Weight FACING is the mathematically correct input for this approach, as long as FRESNEL is already a curved function. FACING is more linear black to white intensity, so it is ideal to be curved.

  3. Mircea Kitsune on

    Very nice and useful tutorial, thank you! I like to have everything look realistic in my renders, and this will be a nice step toward that direction.

  4. Well timed! I was just experimenting with the look of our product's plastic casing - this method will be very helpful. :-)

  5. Great tip!
    I agree with Adriano Oliveira:
    the better input for such a curve node is Layer Weight:Facing.
    I tried to measure the values of this coefficent for various incidence angles (see the picture below). It seems to be = 1-cos([incidence angle]), so it is approximately linear for angles > 15degrees (for angles < 15 deg. the reflectivity curves are mostly constant, so it is not a serious obstacle)

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