![]() So with metals also 30% of the light is turned into heat? How is it with Metals? You said dense objects create that "barrier" and therefore less light goes into the object and if, it gets totally absorpted -> no diffuse reflection -> metals. Is it still correct to have the Alebdo Multiplier at 0.7 with Gold? You explained the Albedo Mult at 0.7 as that 30% of the Light turns into Heat on Dielectric Materials because of Absorption. There is however a 'Render Geometry Settings' node where one can set Refraction Limit(amongst other settings) for the Karma render node to get renders that work for ip or to disk.įirst, I really appreciate this series! As a student it really helped me to strenghten my understanding of Shading in general, not only in Houdini! You used the example of bringing up render properties for the Karma Viewport Renders of being able to set Refraction Limit('D' with mouse over viewport) - and that it is a setting not available on the Karma node itself. I believe SideFX had a MasterClass on such a topic for around H16/17 and is likely still relevant, but I don't remember it giving an example of why one would to venture into that with examples.Īs a side note I was trying to understand what the heck is Random Walk SSS is about on a current SideFX forum thread and found someones hip on the topic, but found something related to your tuts here that could be useful to know for viewers of the tut. ![]() Maybe like making custom shaders and examples of why one might want to do so - Situations where a principal shader just isn't enough? Just wanted to let you know if you plan on doing a paid tutorial that expands upon the topics you covered in this tut series - you've got a willing to pay customer here.
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