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View Full Version : How to do fresnel effect in Maya?


emailcs
06-02-2005, 10:47 AM
Dear people,

I was following the tutorial on eye modelling and texturing by Andrew Whitehurst.
http://www.andrew-whitehurst.net/eyeTut.html

Everything went fine but I went wrong with the fresnel effect. How can i link the facing ratio to the transparency channel? I tried to create a circular ramp and link the U wave attribute to the facing ratio of the samplerInfo utility but the fresnel effect is not there. Can anyone kindly explain the steps to setup the fresnel effect for the wet lens surface of the eye?

I also see that Andrew Whitehurst created a roughness and reflectivity map under the specular shading section. What purpose does it has and how can I create the map?

Thanks in advance.

housewarmer
06-03-2005, 06:17 AM
There's a couple of ways to get this effect. Either use a ramp shader which has controls for reflection and other attributes or you can connect the facing ratio to the U coordinate (or V) of a U ramp (or V) then connect the ramp to which ever shader node you wish to control.

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06-03-2005, 06:17 AM
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