On top of that the frosty ice network is clear-cut and not that disorientating. Initially we tried the notable mario's glass shader, but however the render crashes whenever we hit it. I tried a test render on a utah teapot, it possesses the reflectivity of inner rainbow colour . I was trying to lower the opacity at first, but i could not found the node to do that, eventually i dived into subnet and found the node to do so and i tweaked to transparent white
Not bad, but it seems a bit like plastic |
On the other hand, i was fiddling around with my terrain, since JB taught me a new method to assign the shader according to the normals that it is pointing. However there seem to be some hindrance, some nodes is not functioning. So i tried to change and connect in another logical way and it works
Here is the disarrayed network, the ones highlighted are those important ones for it to work. Basically the aanoise takes the information of the normals to drive the the colormix in the biased, allowing two shaders to be connected into it, the postion varies on the pointing normals. The ramp parameter helps to manipulate the opacity. |
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