Post thy refracted/reflected objects here!

i noticed that too… he must have the reflection depth low (possibly 1?)[/quote]

oops - ill fix it!

unfortunaly i have not saved the Rad Solution or the blend file :expressionless:

EDIT: i have updated the pic. It has now a reflection depth of 10

mfg Kriech

Thanks. It’s just a plane (subdivided 4 times) with dupliverted spotlights right above the screws. Very easy and very effective.

Just messing around a bit with it. Need to work on the shadows part.
I think this tread is a cool idea.
http://webpages.charter.net/elsdon1/Potonstand.jpeg

http://intsys.fi/~alf.holmberg/picts/3d/robopla.jpg

http://www.gimp.com.br/imagens/blender/gotas.jpg

http://home.att.net/~yorik/DangerBoy/refractamundo2.jpg

I really love this one! perhaps should you turn the solid plane into a liquid plane, and add the first wave after “impact” through the animation effects panel, which would enhance the “drama” of the scene. Well lit, and the colors are well balanced. I really love this one! :slight_smile:

excelent material giba, can we have the settings?

Please, could someone tell me, what’s the Fresnel calculation? I hope, it’s not off topic here :-? :wink: :slight_smile:

fresnel is an option you can set to tell the angle range of the ray effect. for example refraction in water, you can set it so if the camera is too near from the horizon of the water you cannot see in the water(refraction of water, 44 deg. or so) and it become a reflexion of the sky insted (physic 101). if you put some reflexion stuff with refraction on it with fresnel, it will look physicaly realistic. Look at the little graph bellow:
http://www.netconnexion.ca/~gbeloin/elysiun/rol.jpg
see, the first ray is refracted, cause the angle is to near 90, but the second one is reflected cause the light wasn’t able to penetrate the water.
basicaly if you set it for reflextion, if you’r not perpendicular to the face it will be less reflectible.
same thing for refraction, it will be less refractible.
hope it’s clear enough.

edit: this was already done in a post, look at this web site
http://www.3drender.com/glossary/fresneleffect.htm

Just a quick note, Gabio. The light ray that is refracted in your image has not refracted when leaving the water. At this point, the light ray bend away from the perpendicular as it enters a less dense medium.

nico: your image is truly astonishing! Thinking that it’s all internal Blender rendering makes it hard to belive it.
Ztonzy and the coders have to be proud of it!