Started by Dune, January 25, 2015, 03:14:21 am
QuoteBut what you want isn't really glass or how "glass" works in the real world. You're just using the glass shader as a way around the translucency limitation. So what you really want is real non-binary translucency support, correct?
QuoteA......I used the default shader (most probably like Ulco) to use the opacity feature to get completely rid of the haze parts.
Quote from: j meyer on January 31, 2015, 12:07:19 pm...As far as I can say this is doing the same thing twice and thus unnecessary.Put another way: why simple,when you can do it complicated. ...
Quote from: Kadri on January 31, 2015, 05:23:48 pm Nobody responded to my rant on page 2 but i stay by it. I want a supersurface node with opacity,transparency,reflectivity etc.Why should it so hard to mask a surface or use opacity,transparency etc. on a surface?
Quote from: j meyer on February 01, 2015, 10:44:40 amI for one don't like the all in one idea,but that's just me....
QuoteYou haven't read some of the posts from page 4 probably. Yes it is the GISD.
QuoteThat is what i sometimes don't understand. You don't like that features should be easier to use?The separate nodes could be still around for hardcore users.Why don't you like a node where all the standard things for a surface are in one node united?Curious.