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Custom fresnel curves in Softimage, is that possible?

Posted: 25 May 2015, 21:45
by ronaldomiranda
I recently read this article about custom fresnel curves for more realistic shading:

http://therenderblog.com/custom-fresnel-curves-in-maya/

and the same idea is on this tutorial for shading metals in modo:

https://vimeo.com/ondemand/shading1

wondering if its possible to create such curves in XSI, regardless of renderer (MR, vray or Arnold)...

Re: Custom fresnel curves in Softimage, is that possible?

Posted: 26 May 2015, 10:21
by Mathaeus
Should be incidence node, plugged into scalar math curve. That's approximate translation of Maya sampler info and remap value.
Another story is, *what* you will remap with this. Is it a plain mix of diffuse and reflection shading, or there is a sort of dumping on top of everything, like energy conservation. Or there's something else in mix, too...
Anyway, it's interesting that in entire article ( if I'm correct), no word about RGB Fresnel, it seems he just considers as 'enough correct' to have a monochrome blend. Put numbers into equitation, and you're there....:) For small comparison, about ten years old custom Mental Ray shader called T2S Illumination, had a bunch of presets for various materials, I'd believe measured, all of them played in all RGB channels, giving a much better (imho) description of things like gold or copper - instead of just one of many Fresnel approximations.
By the way, default diffuse - reflection mix of MIA Mental Ray material, I think it is, in SI render tree 'language': inverted incidence, plugged into scalar math exponent node (with exponent of five), change range from 0.2 to 1.

Re: Custom fresnel curves in Softimage, is that possible?

Posted: 16 Jun 2015, 19:04
by ronaldomiranda
*

Thanks Mathaeus for your reply and time!
you are much more ahead of xsi knowlegde than me, maybe some stelar years :)

the results seens pretty convincing (on the images show in the video demo)

:)

*

Re: Custom fresnel curves in Softimage, is that possible?

Posted: 16 Jun 2015, 21:57
by Daniel Brassard
Related subject on NVidia ARC forum if you are interested.

https://forum.nvidia-arc.com/showthread ... IOR-Curves

Refractive Index database

http://refractiveindex.info/

I also attached the last zip file from JJJenkins if your are not a NVidia ARC Forum member. It's for Maya but you probably can de-construct it for Softimage

A more recent version of the script is available on CreativeCrash at:

http://www.creativecrash.com/maya/scrip ... renderblog

P.S. The RGB values are explained in part 2 of the article.

http://therenderblog.com/custom-fresnel ... ya-part-2/