Physically Based Custom Fresnel - Cycles Node

Description

Time to throw out the Layer Weight node and start using this, a custom Fresnel node. When it comes to making materials in Cycles, the built in Fresnel nodes just don't cut the cake. The settings are just too limited and non-physically accurate.

I can't take credit for the inner workings, but I did create the node and the 3 shaders also included inside the Blend. The settings for the node are pretty easy to figure out, so I won't explain them. You can use this just like you would the "Layer Weight" or "Fresnel" node.

I also included three simple shaders to show how easy it is to get nice shading with this node.

Comments (6)

G
gregzaal almost 11 years ago

Do you have a link to the original inner workings? Or at least an explanation of why this is better than the built-in fresnel?

K
kilbeeu almost 11 years ago

Yup, I'd like to read up on this as well.

S
SreckoM almost 11 years ago

Yeah would like to now that too.

J
JohnsonMartin almost 11 years ago

See above.

P
piergi almost 11 years ago

In your group node you put a "value" node labelled "root" with the value of 1, providing no effect ( x^(1/1) = x ) That should be removed and the "divide" node should be connected to the "power" input of your group, as explained in the video of CynicatPro.

J
JohnsonMartin almost 11 years ago

Oh! Dang it! Thanks for pointing that out. Uploading corrected now...

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