Shading pain.


#1

working with fresnels.I want to use the fresnel shader to affect diffuse, transparency and reflectivity. How would i go about connecting all of these to the same node?

Also, if i want to affect the ground plane with a shader and an effector to have it become transparent based on effectors, how would i set that up?

I have like dozens of questions that are not being answered by the documentation at all… id really like to see those fabled taron videos.


#2

You can plug the value / value inv outputs of the fresnel shader into as many inputs as you like afaik. And if you wanted to modify the vaule of one of those inputs - say change the reflection amount only - you could use a minmax node instead of adding another fresnel node.


#3

Or use gradients instead of the fresnel node.


#4

And you’d use metaeffectors to make the ground transparent by plugging the value output of a weightspot node into the ground surface’s opacity.


#5

nice thank you! i have a scene cooking.


#6

I’m not 100% sure if he still has it available to download, but Thomas did have the docs to his Art Of Noise shaders on his site. I’d say it’s a must read as the tutorials give an insight into the way messiah’s node based system works, and it’s also very well written :slight_smile:

Should tide you over until Taron’s videos appear.


#7

It’s all there (50MB):

http://www.screendream.de/AoN_Download.htm

Cheers!


#8

wow thanks for all the responses and thomas, your documentation should be an example to pmg :slight_smile:


#9

Thank you very much Stooch.
I actually had that hope too, back in 2004… :stuck_out_tongue:

Cheers, :bowdown:


#10

yeah, after reading the AoN documentation, ive added these shaders on my company “to get” list. Awesome, looking forward to the TLH shaders, with hopes that PMG can get realflow sequences into messiah at some point in the future. or allow this through the SDK…


#11

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