Lord Crc wrote:Good stuff jeanphi!
Personally I think I like being consistent with glass2 by having the interior define the fresnel component.
Lord Crc wrote:Personally I think I like being consistent with glass2 by having the interior define the fresnel component.
Abel wrote:Very nice! I'm looking forward to testing the car paint. And from what I gather after some IRC discussion, the new metal material will allow metals of any colour, right? I'm sure that will come in handy.
Abel wrote:Those SOPRA and Luxpop files seem a bit exotic for my uses but I'm sure the more mystically inclined will be happy to exploit them right away.
jeanphi wrote:Me too, however metal materials, contrary to glass materials are often used on "double sided" sheets which have no interior (more precisely they need to have exterior=interior=ambient volume)
Lord Crc wrote:Hmm, wouldn't it then be better to follow the glossytranslucent example and have a "doublesided" switch, which would swap the interior/exterior definitions if it hits the backside?
jeanphi wrote:- a new fresnelcolor fresnel texture allows to define the IOR from the normal incidence reflection color (the conversion is meant for metals rather than dielectrics)
- a new fresnelname fresnel texture that will try to load in order a SOPRA file, a Luxpop file or a IOR preset (to mimic what the metal material does)
- a new metal2 material that takes a fresnel texture instead of a name, combined with the fresnelcolor texture, it should open new ways to define metals.
Texture "customior" "fresnel" "fresnelcolor" "color color" [0.3 0.5 0.4]
MakeNamedMaterial "custommetal" "string type" ["metal2"] "texture fresnel" ["customior"] "float uroughness" [0.01] "float vroughness" [0.01]
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