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In dielectric mode some weird result with reflection roughness. 

0.01 roughness makes light totaly blured. I use skylight for testing and its not possible got normal reflection from the sun.

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On 20.09.2016 at 7:21 PM, tamagochy said:

In dielectric mode some weird result with reflection roughness. 

0.01 roughness makes light totaly blured. I use skylight for testing and its not possible got normal reflection from the sun.

I got this with skylight (PBR, diffuse disabled).

sunlight_test.png

Also, I recommend to use Environment Light in Ray-Tracing Backround mode, not direct lighting.

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The sun light is not properly sampled. It's a problem of light shader, not surface shader. Probably SESI's MIS scheme is't efficient enough.

There are results of various sun angles, brightness is changing non-lineary.

phyShaderTets.hip

angle_wedge_angle_1.000000.png

angle_wedge_angle_7.000000.png

angle_wedge_angle_13.000000.png

angle_wedge_angle_19.000000.png

angle_wedge_angle_25.000000.png

angle_wedge_angle_31.000000.png

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Hey Roman

this could save my ass, trying to do a diamond shader with dispersion. i think your tools could help. but not sure how to install it. 

can you help me out. 

 

thanks

 

 

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On 12.10.2016 at 10:16 PM, angelous4x said:

Hey Roman

this could save my ass, trying to do a diamond shader with dispersion. i think your tools could help. but not sure how to install it. 

can you help me out. 

 

thanks

 

 

Just put all content to houdini15.5 home directory.

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Hi Roman

Thanks for Physhader, it's great, esp nested shader capability.

One question, can I have a nested shader inside a nested shader?

For example I have liquid shader as the nest for air bubble shader  and then glass shader as the nest for liquid shader?

I see I get an error warning when i assign the nested liquid shader  as the material for the glass nested shader but I see something is rendering out so not sure, maybe it works?

thanks again

Nigel.

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Hey @nigelgardiner.

It should work, but I'm sure that it's not necessary (at least until the bubbles are not too big or are situated at the liquid surface). The usual PhySurface material is enough, just swap IOR on bubbles material: Outside IOR = liquid IOR and Inside IOR = 1.

And nevermind that warning, it rises because the script can't find some PhySurface parameters on the nested material to link. All remained parameters can be linked manually.

 

mantra1.0001.png

no_bubble_nesting.0001.png

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