10 years ago
Shaders/Materials: Fresnel Effect?
Hi everyone! I'm working some vials/potions for Halloween - they all have a glass mesh group (currently using the "Glass For Objects Translucent" shader) and a solid liquid group inside the glass (just regular phong) - and I'm finding that the cube map reflections on the glass group are kind of dulling the saturation of the liquid group I have inside. Nothing terrible, but in general I'd really like to get it so that the glass only has reflections around the edges. (Like how the Sim Ghost shader colors the ghosts, but only around the edges.)
I have set the Edge Darkening value to 3 to lighten up the edges in a pseudo-fresnel effect, and it "kind of" works, but it's not quite what I was hoping for.
I'm using TSR Workshop, and I've managed to find and add a value called "Fresnel Offset" to my Glass For Objects Translucent material, but I can't get it to do anything. Workshop specifics aside - I was wondering if anyone (@SimGuruModSquad perhaps?) could point me in the right direction if any TS4 shaders even support this Fresnel offset? I've tried phong-alpha, glass for objects, and glass for objects translucent thus far, and I've set my Fresnel value to anywhere from decimal places (0.1, 0.5) to 1, 5, 10, even 100, and no value seems to do anything.
I've scoured through tons of EA objects, and I can't find a Fresnel value in use anywhere, and so I am wondering if the engine/shaders even support it? (Aside from however it is implemented in the ghost shader, because I've checked that, and there isn't a literal fresnel value anywhere to be found!)
I have set the Edge Darkening value to 3 to lighten up the edges in a pseudo-fresnel effect, and it "kind of" works, but it's not quite what I was hoping for.
I'm using TSR Workshop, and I've managed to find and add a value called "Fresnel Offset" to my Glass For Objects Translucent material, but I can't get it to do anything. Workshop specifics aside - I was wondering if anyone (@SimGuruModSquad perhaps?) could point me in the right direction if any TS4 shaders even support this Fresnel offset? I've tried phong-alpha, glass for objects, and glass for objects translucent thus far, and I've set my Fresnel value to anywhere from decimal places (0.1, 0.5) to 1, 5, 10, even 100, and no value seems to do anything.
I've scoured through tons of EA objects, and I can't find a Fresnel value in use anywhere, and so I am wondering if the engine/shaders even support it? (Aside from however it is implemented in the ghost shader, because I've checked that, and there isn't a literal fresnel value anywhere to be found!)