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10 years ago
Hi @Nearia35.
Fresnel is not officially supported by the engine as it was dropped for performance and art direction reasons, but there are some remnants of the feature which is what you are seeing. Since we don't use the feature ourselves I can't vouch for how well it works and not all shaders support it. But the "GlassForObjectsTranslucent" shader does actually take this parameter into account so I would expect that if the parameter is properly applied you should see some impact visually. Make sure the parameter is called fresneloffset which is hash 0xfb66a8cb.
Note that the math is more of an overall spec bias than a shift towards stronger or weaker Fresnel contrast so even if you can get it to work, it may not give you the results you may be looking for.
Hope that helps, SGMS.
Fresnel is not officially supported by the engine as it was dropped for performance and art direction reasons, but there are some remnants of the feature which is what you are seeing. Since we don't use the feature ourselves I can't vouch for how well it works and not all shaders support it. But the "GlassForObjectsTranslucent" shader does actually take this parameter into account so I would expect that if the parameter is properly applied you should see some impact visually. Make sure the parameter is called fresneloffset which is hash 0xfb66a8cb.
Note that the math is more of an overall spec bias than a shift towards stronger or weaker Fresnel contrast so even if you can get it to work, it may not give you the results you may be looking for.
Hope that helps, SGMS.
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