finalRender 2 and dispersion (chromatic abberation)

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  11 November 2005
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.
  11 November 2005
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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  11 November 2005
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 November 2005 at 09:40 PM.
  11 November 2005
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...

  11 November 2005
Here is what my shader tree looks like..

  11 November 2005
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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  11 November 2005
Excellent! Thanks for sharing
  11 November 2005
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