Fresnel properties of LuxCoreRender materials
Posted: Sun Jul 19, 2020 12:23 pm
Hi,
Just a — probably naive — question: does every LuxCoreRender material include physically correct Fresnel properties?
I'm asking this because Cycles doesn't have this in its standard materials. You need to add a Fresnel node, and that falloff is not physically correct.
I believe Cycles Principled materials do have built-in Fresnel, but I've read somewhere that they're not physically correct, but artist-friendly, like most of the Principled algorithms.
Thanks.
Just a — probably naive — question: does every LuxCoreRender material include physically correct Fresnel properties?
I'm asking this because Cycles doesn't have this in its standard materials. You need to add a Fresnel node, and that falloff is not physically correct.
I believe Cycles Principled materials do have built-in Fresnel, but I've read somewhere that they're not physically correct, but artist-friendly, like most of the Principled algorithms.
Thanks.