Node Material Won't Do IOR (2.49.2)

Hi All,

I am trying to make a world globe. I want the continents to be a solid color and I want the ocean part to be glass.

I have stayed away from node based materials because they seems so buggy. But this project seemed like an ideal candidate for node based material. But once again I find that the Materials nodes just don’t work correctly. Perhaps I have not set it up the right way? Can someone take a look at my file when you have the chance.

Thanks

The image shows two hemi-globes. One with a non-nodes attempt at my dual material solution and the other with the failed nodes attempt. I want the gray area to be glass with an IOR greater than 1.0.

Attachments

ras_mix_map_globe.blend (893 KB)


I wonder if anybody has a solution for this? It seems like a Blender basic, mixing two materials. It just does not seem to work.

did you try to load up the pic in texture channel and use a PNG with alpha channel?

salutations

[quote=“Atom,post:2,topic:472583"”]

I wonder if anybody has a solution for this? It seems like a Blender basic, mixing two materials. It just does not seem to work.

[/quote]

I’ve tried to play a bit with nodes. I’m not sure, if that is what you like to get. But it has transparency and solid areas. :slight_smile:
Perhaps it gives you some ideas.

Attachments

ras_mix_map_globe2.blend (930 KB)

Hi Atom,

You’ve mixed the colours correctly, but you haven’t mixed the alphas at all. Mitoko has it nearly right, but not quite. I’ve attached a .blend that uses the stencil’s alpha to mix the alphas of the two materials together.

Attachments

ras_mix_map_globe_fixed.blend (894 KB)

:cool: It’s the same as for colors. I didn’t think of that easy way. :o Thanks!

can someone explain a little how this is working

ic an see the base mat with one UV map for the whole earth

but this is being map to only 1/2 a sphere !
how come ?

now the base mat is set to Ztransp but alpha = 1
so it’s not really transp from there in F5

i guess the trnaps is set with the nodes but where ?

Thanks

Hi RickyBlender,

There are two materials being mixed together, called black_glass (the transparent material - this is the one with an alpha of 0.356) and red. They are being mixed together using the alpha of the material called Stencill.

one mat in in F5 the mixmapglobe… with alpha = 0.35
and why the same name for the three mat there ?

and the other is loaded from the node editor i think and is red
but where do you set the alpha for this red mat in node ditor ?

also how was the unwrap done here ?

i mean it looks like map is done inside and out for the 1/2 sphere in UV editor ?

Thanks

Ok,

I guess I see a little progress. I did not realize you had to mix the alpha. I remember reading that certain nodes carry the alpha through the image channel, but anyway… it still does not work the way I want.

Consider the adjustments I made to rawpigeon’s fixed version.

I want the glass to be clear and have a high IOR but as you can see by the posted image, I can not see the magnified version of the yellow cube array through the glass even if I lower the alpha of the glass all the way to 0.0.

Why doesn’t the glass portion work correctly? I should be able to see the magnified yellow grid through the glass.

Attachments


ras_mix_map_globe_fixed.blend (910 KB)

Playing around with Mitoko’s version I feel like it is very close to what I need, but there is no IOR present.I don’t understand why the node system does not convey the IOR information? Notice how there is no warping of the yellow cube array as it is viewed through the glass. That is what the IOR should do, warp the image as it is viewed through glass.

It looks like the node system ignores IOR and just uses standard z-transparency.

Attachments


ras_mix_map_globe2_mitoko.blend (911 KB)

And just to be clear on what I am trying to achieve, here is a non-nodes version with the IOR clearly present. Notice how the yellow cubes are magnified on the outside of the bowl.

Now this would almost work, but I want the continents to be red and not reflective.

That is why I thought the nodes mix system might be of use here.

Attachments


ras_mix_map_globe3_IOR.blend (911 KB)

Hi,

I don’t fully understand raytracing with nodes, but here’s something that works, to an extent. To be honest, you might be better off using regular materials for this one.

Attachments


ras_mix_map_globe_fixed2.blend (910 KB)

then odes are still buggy, anyway I reported this bug in the bugtrackr, unfortunately, is still presnet in 2,5alpha2, but they working on it :slight_smile:

Thanks, everyone for the replies!

@rawpigeon: I was thinking the same thing, I may just have look into using the stencil feature of the standard materials.