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>> I don't think that the Mental Ray shader is doing anything fundamentally
>> different to POV or Luxrender.
>
> Still, it seems to display some of the best glassware around. If it
> requires this much tweaking, I wonder why so many users seem to get it
> relatively easily in their renders.
I suspect you can just do an "Insert -> Dielectric Shader" and the defaults
are all pretty accurate for glass.
For example, in POV you need to type reflection{ a,b fresnel on}. What do a
and b do in this situation, given that the fresnel equations should exactly
define the % reflection and % transmission?
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