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mapping values in the prebuildt glasshader


Ezz

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Hi Folks.

I need a little help.

Im trying to figure out how to map the ConeAngle-value in the raytracing option for the prebuildt glasshader with a texture.

I want to control where the glossiness on an objects surface is.

I did some initial test where i tried to plug a texturenode into the anglevalue, but it did not have any affect.

Any help or hints would be much appriciated.

Cheers

Erik

Edited by Ezz
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I haven't looked at the example, but just in case, I thought I'd mention that this is a half angle whose units are in *radians*. Meaning that if you choose to use a texture map's luminance to steer "glossiness", and that luminance had a [lum_min, lum_max] range, and you wanted the cone angle to end up with a [0, 20] degree range, then you'd use something like:

fit(luminance(texmap_rgb), lum_min, lum_max, 0, radians(10));

as the value to feed to the cone angle input.

P.S: I'm fairly certain the half-angle property extends to the bsdf functions as well (used internally to generate the 'F' output of the Trace VOP), though I'd suggest double-checking that to make sure.

P.P.S: I just took a peek and noticed the Trace VOP does the degree-to-radian conversion internally, so disregard the radians bit.

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Hi Jason and Mario.

Thanks for your responses.

Jason your example helped me a lot - Thanks. Furthermore you actually helped me understand how

to adjust the environmentmap to control the location af the relection/refraction with a null.....Houdini is so..so...Great yet

so overwhelming :-) some times I think my head is gonna explode.... :-)

Erik

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