4.15 (39 votes)
Physically accurate fresnel reflections, diffuse and transparency.
The custom fresnel effect is controlled using "Index of Refraction" in the fresnel waveform layer (modo limits this to 5.0). You need to enter the same value into the "Refractive Index" of the material for correct refraction. I have found a way around the limits using "User Channels", which can be downloaded here: http://www.luxology.com/asset/materials/view.aspx?id=3376
If you don't need transparency, use the version found here, which has a simpler shader tree: http://www.luxology.com/asset/materials/view.aspx?id=3373
See http://forums.luxology.com/topic.aspx?f=36&t=66395 for more info
|Added:||August 29, 2012|
|Tags:||accurate, conserve, energy, fresnel, funk, glass, ior, liquid, physically, reflection, refraction, transparent|
|Shader Tree Layers:||Group, Gradient, Material,|
|Shader Tree Effects:||Driver A, Specular Amount, Transparent Amount|
|Gradient Input Parameters:||Driver A, Incidence Angle|
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