Forum: Poser - OFFICIAL


Subject: Poser 2012 question (IDL)

maxxxmodelz opened this issue on Jun 07, 2012 · 636 posts


bagginsbill posted Wed, 13 June 2012 at 11:48 PM

Quote - You want to use Fresnel_Blend on every surface where you do reflection. No exceptions. Skin - walls - everything.

BB - wouldn't that stop the reflections from the light originating from the camera angle reflecting off the skin facing the camera?  Or am I missunderstanding this node?

Sorry I'm not answering as usual - really overwhelmed.

The Fresnel_Blend does the Fresnel reflection coefficient calculation. Every surface obeys the math here. Yes, it does decrease the reflections on surfaces that face the observer, but you use a coefficient of 1 with it, not some lesser value that you cast about trying to guess what it should be. .1? .12?, .15? Forget it.

I have been doing the true, exact fresnel calculation for quite a while using many nodes, or Schlick's approximation, or some of my own approximations. Now we have it in a single node.

There are some tricks to using it because real life is not simple. Surfaces that are not smooth do not exhibit the ideal Fresnel effect at a macro level - only super smooth polished surfaces do that. Real surfaces do exhibit perfect Fresnel effects at microscopic levels, but there are so many pits, peaks, and valleys on a surface that the effect is smeared a bit.

I handle this by:

  1. Using a slightly higher IOR than is indicated by the speed of light through the material I'm simulating, or by not using 0 as the inner value.

  2. Using less than 1 for final multiplied reflectivity - usually .5 to .8.

  3. Using softness on the Reflect node


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