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# 1 06-09-2007 , 01:30 PM
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Join Date: Mar 2007
Posts: 1,055

Making an eyeball - fresnell shader?

Hi,

been working on an eyeball tutorial. Going well until I hit this section:


"The eye lens shader

This shader network is also a Phong E shader. The most important element to add to the basic shader is fresnel falloff for transparency and reflection attenuation. Fresnel effects describe the way that an object at a more glancing angle is more reflective than at a facing angle. In mathematics this is derived as the dot product of the normalized incident vector (the direction the camera is looking in) and the surface normal. In Maya this value can simply be obtained from the samplerInfo utility which has a parameter called "facing ratio". I pipe this facing ratio value into the U parameter of a U direction ramp. This enables me to remap the facing ratio values in a more user controllable way to define visually how the reflection and transparency fall off."

Anyone know how you actually do this? I have checked the help files and though it explains what fresnel is in principal, it doesn't explain how to actually apply it.

thanks,

gubar.