![]() ![]() ![]() Here I have set its value to 1.45, which is a suitable value for glass.Ī Reusable Custom Shader Connect its Value output to the two IOR inputs, on the Fresnel and Refraction BSDF nodes. This will feed a fixed value that you specify into any number of output terminals. To do this, add SHIFT + A another node, from the Input submenu, of type Value. ![]() Instead of having to set the value in two places, why not just set it in one? With the right IOR, this same node setup can be used to represent other transparent materials. In the real world, the two would always be the same, since they are the same physical quantity. The former governs the transition between transparency and reflectivity, while the latter governs the actual refraction through the material. You may have noticed that the above collection of nodes includes two different fields labelled “IOR”: the one on the Fresnel node, and the one on the Refraction BSDF. However, this doesn’t seem to produce the right effect: it seems little different to the Refraction BSDF, without providing much in the way of glossy reflections.Īdjustable Refraction Why not just use the Glass BSDF? You might have seen this in the Add Shader menu, above. With shader nodes selected, you will see another pair of icons appear immediately to the right of these three: these indicate whether to edit shader nodes for a selected Object, or for the World. All setup of textures in Cycles is done within the Shader/Material Node Editor. It may be confusing to see this mode of the Node Editor still available with Cycles chosen as the renderer, but don’t bother using it. It is the “shader nodes” we want.Ĭycles doesn’t use the Texture Node Editor. Cycles materials), “compositing nodes” and “texture nodes”. (Or add a new window if you don’t already have one, and make it a Node Editor.) In its header, next to the menu titles, you should see a group of 3 icons indicating what type of nodes you want to edit: if you hover over them, from left to right, you should see tooltips identifying them as respectively “shader nodes” (i.e. Change the window type to Node Editor, and increase its height. You probably have a Timeline window across the bottom of your Blender screen layout. For all the fun stuff, we must go into the Node Editor. OK! Now there are a few more settings, but still not much. ![]()
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