Forum: Poser - OFFICIAL


Subject: Help with a car shader

Anthanasius opened this issue on Mar 16, 2009 · 19 posts


bagginsbill posted Mon, 16 March 2009 at 3:27 PM

Quote - Third the questions ...

1 ) I think is there too many reflexion on the body, i've play with the edge blend but without results ... How to ?

2 ) Hot to add metalic effect on this shader ?

thx

I see you're looking to make a GC shader. That's good, because the reflections need GC.

However, the reflections look too bright because:

1) The data coming from the Reflect node is from other shaders, and if those shaders are GC shaders, then the data is in GC space, not linear space. It needs to be anti-gamma corrected first. So you want to connect the Reflect to a Pow node. Right now, the GC data from Reflect is then added to Diffuse and gamma corrected again.

2) You did not balance the diffuse amount against the reflect amount. In other words, the shader should add diffuse and reflection in a weighted sum. As you have it, the diffuse effect is the same no matter what. The rule is, when reflect is strong, diffuse is weak, and vice versa. The best way to do this is to combine diffuse and reflect with a blender, and have the ratio controlled by the blending value. The Blender always produces a balanced sum.

3) The math behind the Edge_Blend cannot correctly implement the Fresnel effect by itself. I used to suggest that, but I was wrong. I know better now. You can either go for 100% accurate Fresnel effect (many nodes) or you can approximate it. The approximation I used to suggest is not a very good one. However, as it stands right now, the biggest departure from realism is due to items #1 and #2 above. I wouldn't worry too much about this item until you get those squared away.


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