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View Full Version : Dialectric: increasing specular hit



jeric_synergy
04-22-2012, 11:20 AM
Once you use the dialectric node, it seems to override any specularity you may try to add to a surface.

Is there a way to add some specularity over the top of the material??

Sensei
04-22-2012, 11:42 AM
Material is couple channels going parallel: diffuse shading, specular shading, reflection shading, refraction shading, and transparency.
You can use split material, then do operation on all or couple channels (in your case Math > Vector > Add) then make material and plug back to surface node.

jeric_synergy
04-22-2012, 01:18 PM
You can use split material,.......
Is "split material" a node??

sorry for my ignorance.

EDIT: oh, I see, it's a 3rd party node. DL'ing now....

Sensei
04-22-2012, 01:48 PM
Or maybe more efficient method will be using LightWolf's Material Blender..

jeric_synergy
04-22-2012, 02:23 PM
Or maybe more efficient method will be using LightWolf's Material Blender..
d'oh!!! "Split Material" seems to be 32bit only. :eek: :bangwall: :cry:

So, no clumsy but native way?

Sensei
04-22-2012, 02:34 PM
There is couple Split Material nodes from various developers.
But more efficient way will be Material Blender like I said in previous post - any Split Material will cause 5 recalculations of Dialectric node..

jeric_synergy
04-22-2012, 03:05 PM
Sensei, so I got db&w's Material Blender, but the dox are a bit sparse.

Plugging 'Dielectric' into the BG Material input and connecting the Material Out to the destination node Material input works as a passthru, so that's clear.

I added a Scalar and tried various values into the BG Specular input, but that seems to have no effect at all. If I switch both to FG inputs, it doesn't passthru.

Sensei
04-22-2012, 03:17 PM
I have not tried this node, but suspect that you should use BG Material Dialectric and FG Specular set to wanted value, and use Additive blending mode.. or reverse FG Material Dialectric, and BG Specular with Additive mode.

0% opacity means everything goes from BG, 100% opacity means from FG (with Normal blending mode).

jeric_synergy
04-22-2012, 03:19 PM
Sensei, thanks for your help on this. :thumbsup:

Is TA "Material Split" scheduled for a 64bit compile?

Sensei
04-22-2012, 03:22 PM
Is TA "Material Split" scheduled for a 64bit compile?

When I will have more nodes..

TrueGroup is 32/64 Intel Windows/Intel Mac compatible already though.

jeric_synergy
04-22-2012, 05:08 PM
ahhh. I got the TrueArt_NodeLibrary0.15. That explains it.