Fresnel Shader for Fuzzy Materials

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roofoo
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Location: North Carolina, USA
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Fresnel Shader for Fuzzy Materials

Post by roofoo »

Hi!

I was reading a book that talks about using Fresnel Shaders to simulate the effect of fuzzy-looking materials, like suede, velvet, or peach fuzz. It can even be used to simulate Sub surface scattering for skin materials. Is there a way to do this in Blender?

Here's a link to better describe what I'm referring to:
http://www.happyship.com/lab/chanlum/documentation/

It would be really cool if we could get an actual Fresnel Shader integrated into Blender! :D

-Roofoo

slikdigit
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Joined: Wed Oct 16, 2002 3:52 am
Location: Northampton, MA (US)

Post by slikdigit »

the link you sent doesn't describe a fresnel shader, rather it is suggested that the shader be combined with one at one point. I believe fresnel effect takes into account normal angle to camera, and can be simulated in blender by using spherical blend, map it to normal and turn off z axis.
The shader described does look cool. I wonder if the sampling causes it to flicker when animated (I hope not)
It would be nice to have programable shaders in blender.

roofoo
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Joined: Tue Mar 23, 2004 4:38 am
Location: North Carolina, USA
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Post by roofoo »

Ok, I was just using that link as an example of the type of effect I was talking about.

Thanks for the tip, though, I'll have to try that.

-Roofoo

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