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Realistic Glass


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Hi everyone,

I am creating an effect with geometry blowing up. The geometry is going to be glass. I was wondering if somebody could explain me how to render separate the edges of the glass snd the flat part of the geometry. THis could give me control in NUke to modify it separate.

Or if somebody has an example.

Thank you very much


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You can create a primitive attribute based on suitable rules (perhaps facet sop, or a vex network to calculate dihedral angles etc) and then export that as a parameter in the shader and render it with an image plane.

Rather than an image plane you could also do it with a completely new shader and then create a new take to render from.

Or perhaps you could calculate the angle towards the camera (dot product, or default N image plane) and do it purely in the SHOP level. It depends what exactly you need.

Edited by Macha
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