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Old 11-22-2005, 03:53 PM   #1
xeno3d
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finalRender 2 and dispersion (chromatic abberation)

Does anyone know what I need to "wire" in the shader tree to get dispersion to work properly? There isn't anything covered on it in the docs.
 
Old 11-22-2005, 09:23 PM   #2
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i was talking to someone who was a beta tester and they said that the dispertion wasnt availible yet. I dont know its its tru but thats what i was told.
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Old 11-22-2005, 09:38 PM   #3
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you need to make three raytracer/refraction/glass nodes, set them to red/green/blue (pure) and then set their iors to be slightly different, with green in themiddle, then use Mix nodes set to "Add" to blend them together, the resulting output will be a chromatic abherration glass effect, if you meant dispersion as in frosty/blurry effect then you can i think do that directly in the glass node, or you can do it with a raytrace node (make sure to use Blinn or Phong to connect it to).
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Last edited by mdme_sadie : 11-22-2005 at 09:40 PM.
 
Old 11-23-2005, 03:20 AM   #4
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Thanks mdme_sadie

This is what I came up with so far, perhaps I'm not setting it up right and of course the scene probbaly isn't setup right either...

 
Old 11-23-2005, 03:25 AM   #5
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Here is what my shader tree looks like..

 
Old 11-24-2005, 12:57 PM   #6
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here a more correct setup. save it to finalRender stage-2/library/sgoup.
in the shadertree you can load it with Load SGroup and Drag it to your presets if you want.

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File Type: zip simple_dispersion_glass.zip (2.5 KB, 64 views)
 
Old 11-25-2005, 05:34 PM   #7
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Excellent! Thanks for sharing
 
Old 11-25-2005, 05:34 PM   #8
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