Hi all -- The glass in my model has just a tiled dark green texture in the color function, a very light tiled displacement map in displacement function, and for reflectivity the spec is at 1. How do I plug in a reflection node and how do I set it up for the lightest load on rendering?
Anyone have a good example?
Loose the default shader and just use the water shader to start with. You may find it useful (depending on the model) to import your Glass as a separate model to your House. Use the Water Shader for the Glass. Zero everything under Waves and under subsurface set it to something insanely high, if you can see sky through your windows the distance should be more than the distance to your Scenes Background object. After you can see through your glass you can start to change the refraction settings and decide if the glass in your model needs to be double sided or not (double sided makes double the refraction).
Good luck
Richard
For the reflection shader, Matt said that if you disable ray traced reflections then render times are greatly benefited.
is there a way to use the reflection shader with the default shader? I want to keep my displacement and color...
Greg, did you read the transparency thread down the page a bit?
http://forums.planetside.co.uk/index.php?topic=4349.0
Greg,
A reflective shader following the default shader will work fine. The reflective shader adds a reflective coating to anything that comes before it. Just have the default shader feed into the main input of the reflective shader.
If you decide not to use ray-traced reflections for speed reasons, then there is no real reason to use the reflective shader. The default shader's specular settings are the same as a reflective shader with ray tracing disabled.
Matt
Thanks. I've been UV mapping all day and am looking forward to testing these this morning.