Cynicat Pro continues his explanation of Physically Based Rendering (PBR). If you haven't seen it yet watch part 1, An in-depth look at Physically Based Rendering first.
The Next Video in my Blender Physically Based Shading series where i cover how the Fresnel effect works and what blender is missing from its Fresnel node. hopefully you like it! =3
P.S. for those who don't know Fresnel is the math that describes how reflective a surface is. pretty important stuff.
12 Comments
He uses the F-word! O_O
Fresnel?
That's FRESNEL amazing! ;)
sorry for the lack on censorship, its hard for me at the best of times(was raised by dogs and sailors). when trying not to cough, sneeze or otherwise sound sick i lose any filter i may have had(which wasn't much to begin with).
I'm really sorry, I was very rude.
Fysically?
This is f****** awesome !!
It doesn't work for me. I get some weird rectangles. Printscreen how it looks (left sphere): http://imgur.com/pq1YmSJ
The right sphere is just simple mix shader (diffuse+glossy) and for Factor I use RGB Cruves with Layer Weight set to Fresnel.
you appear to have hit a weird edge case for blender. i recommend making a dedicated fresnel node like i do in the tutorial as that seems to work. blender is a bit touchy on these things =3
@CYNICATPRO - Have you tested this technique with the latest BuildBot builds? For me it works with Blender 2.75a but produces strange artifacts, especially at lower Roughness values with later BuildBot versions (e.g. Blender-2.75.0-git.6a80c2c, 08-29-2015) found here: https://builder.blender.org/download/
I also got something like that, and I followed creation and connection very precisely.
(I also noticed nodes works sometimes in different way when they are grouped.)
Used Blender 2.75.4. http://www.pasteall.org/pic/92580
Blend file http://www.pasteall.org/blend/37816
i'd like to see this stuff incorporated into the ubershader