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New Thea 1.5 function: procedural fresnel ramp
Posted: Thu Jul 23, 2015 4:59 pm
by zeitmeister
Re: New Thea 1.5 function: procedural fresnel ramp
Posted: Thu Jul 23, 2015 6:12 pm
by Polinalkrimizei
Pretty cool indeed!
I also like the fact that the shadow catcher is able to show reflections without "hacks" รก la Oscar...
Re: New Thea 1.5 function: procedural fresnel ramp
Posted: Thu Jul 23, 2015 10:54 pm
by Oscar J
Polinalkrimizei: I requested something like that that two years ago:
http://www.indigorenderer.com/forum/vie ... =5&t=12727
Re: New Thea 1.5 function: procedural fresnel ramp
Posted: Fri Jul 24, 2015 12:13 am
by Zom-B
Some proper (on the fly) renderpasses would come VERY handy for Indigo!
Regarding the fresnel falloff: Ono already did some work on a new unreleased material type:
http://www.indigorenderer.com/forum/vie ... 77#p116377
read through that thread for more information...
Re: New Thea 1.5 function: procedural fresnel ramp
Posted: Fri Jul 24, 2015 1:10 am
by thesquirell
Why wasn't this added before, it was like, in 2012?
Re: New Thea 1.5 function: procedural fresnel ramp
Posted: Sat Aug 08, 2015 2:55 pm
by neo0.
Indigo's render quality plus the kind of ui ease of use here would be like cg nirvana

Re: New Thea 1.5 function: procedural fresnel ramp
Posted: Wed Aug 12, 2015 4:24 am
by Pibuz
I believe that customizable curves for IOR value was something I've seen some years ago in Maxwell Renderer..
Velvet shader is something I've been requesting through the years, and maybe this kind of approach would allow the creation of a much wider range of materials..
Re: New Thea 1.5 function: procedural fresnel ramp
Posted: Wed Aug 12, 2015 4:44 am
by OnoSendai
There are better ways of doing velvet than tweaking IOR curves (which makes no physical sense). When I get a chance I'll work on it.
Re: New Thea 1.5 function: procedural fresnel ramp
Posted: Wed Aug 12, 2015 4:56 am
by Zom-B
OnoSendai wrote:There are better ways of doing velvet than tweaking IOR curves (which makes no physical sense). When I get a chance I'll work on it.
Quite every fabric has some amount of this velvet falloff effect on it. Such a feature would enhance materials in many scenes!
Re: New Thea 1.5 function: procedural fresnel ramp
Posted: Wed Aug 12, 2015 5:43 am
by Oscar J
OnoSendai wrote:There are better ways of doing velvet than tweaking IOR curves (which makes no physical sense). When I get a chance I'll work on it.

Re: New Thea 1.5 function: procedural fresnel ramp
Posted: Wed Aug 12, 2015 7:46 am
by thesquirell
OnoSendai wrote:There are better ways of doing velvet than tweaking IOR curves (which makes no physical sense). When I get a chance I'll work on it.
I really want to see what are you going to cook up! You got me hyped with that "makes no physical sense", so I am very excited to see a physical correct way to simulate that type of effect!
Re: New Thea 1.5 function: procedural fresnel ramp
Posted: Wed Aug 26, 2015 10:17 am
by CTZn
That very effect can be obtained with ISL, so my take is that it is an actual option for the plugin developer to allow for it. The good point is that it works on all opaque materials, Oren-Nayar and Phong being the most useful for fabrics though.
I forgot I actually had uploaded
such a material to the DB, although it is getting old. Note that wether it looks like fabric or velvet depends on the relief textures used. For velvet
you usually don't want to see the bump features (can you ?).
It's in Indigo's box already, now with parametrics
