MistyLaraCarrara opened this issue on Mar 12, 2014 · 100 posts
MistyLaraCarrara posted Wed, 26 March 2014 at 1:48 PM
Quote - So here's the transmitting-refracting shader.
Note: I specifically avoid the Reflection_Color input. That has additional unpleasant math on it when transparency is activated. Just stay away from it.
Instead I use the Alternate_Diffuse, not because I'm sending diffuse info, but because it will send exactly the data I connect and nothing else. Ambient_Color also does this. So does Refraction_Color. I took advantage of all three here to do the sum of three node groups.
Since I set Ambient_Value to -1 (yes that's legal) I am actually subtracting the Ambient_Color from the ensemble. That is what is removing the T term. (unbent transmission due to transparency)
i'd like to try this on the whole chess set. will prolly take a while to render.
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