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View Full Version : The refraction rocks !!!



rednova
09-28-2018, 06:16 PM
I know this is real silly, but I wanted to share something.
I still use lw 9.6 but I also still use lw 5.0, I love both very much.
I started reading the lw 5.0 manual cover-to-cover, and today I got to
the part when refraction was explained. It talked about how to
achieve it by combining two different surfaces, both pointing
in the opposite directions, one for 'air' and the other 'crystal'.
I understand how to do this. But this process to me is very amazing !!!
I truly think the refraction rocks !!! I love lightwave so much !!!
I love the abiltity to make refraction.
I just love refraction and lightwave.

Tim Parsons
09-30-2018, 06:57 PM
Then upgrade to LW2018 and love it more. :)

MSherak
10-01-2018, 11:27 AM
I know this is real silly, but I wanted to share something.
I still use lw 9.6 but I also still use lw 5.0, I love both very much.
I started reading the lw 5.0 manual cover-to-cover, and today I got to
the part when refraction was explained. It talked about how to
achieve it by combining two different surfaces, both pointing
in the opposite directions, one for 'air' and the other 'crystal'.
I understand how to do this. But this process to me is very amazing !!!
I truly think the refraction rocks !!! I love lightwave so much !!!
I love the abiltity to make refraction.
I just love refraction and lightwave.

Keep playing with 9.6 and learning how rendering really works.



Then upgrade to LW2018 and love it more. :)


2018 will take all that control away from the user. It's all fixed math in 2018.

Tim Parsons
10-01-2018, 11:47 AM
2018 will take all that control away from the user. It's all fixed math in 2018.

No it doesn't/isn't. The standard node allows the user to break all the rules just like before.

MSherak
10-01-2018, 05:41 PM
No it doesn't/isn't. The standard node allows the user to break all the rules just like before.

Try to define a custom or basic fresnel curve into any shader node in any material in 2018 will be ignored. In 2018 the base core code of the shading system is now locked into the fixed principled math. I have a N and K shader in 2015 that will not ever work in 2018. (check the node libary forum)

Funny thing, I have a BSSRDF shader in 2015 that is faster than the Principled BSDF in 2018. Better results and it can do caustics and true SSS at the same time. Also not locked to a fixed math function for fresnel. Still debating on selling it.

2018 is a locked up system when it comes to rendering. 2018 is no different now under the hood as any other renderer on the market. Principled math, aka disney shader, is a hack so artists don't have to think and just produce. It's better suited for real-time rendering and not for complex calculations.

MSherak
10-01-2018, 05:55 PM
(reposted)

Tim Parsons
10-01-2018, 08:56 PM
Try to define a custom or basic fresnel curve into any shader node in any material in 2018 will be ignored. In 2018 the base core code of the shading system is now locked into the fixed principled math. I have a N and K shader in 2015 that will not ever work in 2018. (check the node libary forum)

Funny thing, I have a BSSRDF shader in 2015 that is faster than the Principled BSDF in 2018. Better results and it can do caustics and true SSS at the same time. Also not locked to a fixed math function for fresnel. Still debating on selling it.

2018 is a locked up system when it comes to rendering. 2018 is no different now under the hood as any other renderer on the market. Principled math, aka disney shader, is a hack so artists don't have to think and just produce. It's better suited for real-time rendering and not for complex calculations.

Yeah that's a crazy node setup for sure. :) And it's exactly the reason why I like 2018 so much as I'm no programmer. :) There is enough leeway in the 2018 system to get any look one wants. You want to build all those big node trees - knock yourself out. :) It's damn impressive for sure! I'm going to take the easy route.