Hey, I don’t publish right here usually however I believed I’d share my resolution to Fresnel results on cylinders to ensure they don’t go utterly invisible when viewing from the identical route it factors to.
Helpful for power beam kind results.
Accomplished in Unity however can be utilized in Unreal. It entails rotating the vertex normals by the cross product of the ahead vector and look at route.
Take pleasure in!
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As you prompt within the video, it may be accomplished a bit less complicated.
Merely subtract the axis aligned element from the view route and normalize to get a strictly orthogonal view route.
Then dot the conventional on that to get the ratio between the present regular and that orthogonal vector pointing to the digital camera.
This fashion you simply want 1 dot product and 1 sq. root.
For the axis, one factor I love to do is to make use of the tangent / binormal and ensure these are aligned to the route of the cylinder. Like this you may also considerably help tubes by ensuring the tangents are aligned with the route of the tube. (but it surely breaks if the tube curves an excessive amount of)
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Superior! I like your resolution rather a lot higher. I used to be in some way near it earlier than by multiplying the view route by abs(1- axis), however that resolution solely labored at sq. angles like (0,0,0), (90,0,0), or (0,0,180).
I’m glad the data is lastly on the market too. For some motive I’ve been googling this many occasions over time and by no means noticed an answer. Possibly I simply wasn’t utilizing the proper phrases, however I believe this must be simpler to search out with the phrases “Fresnel” and “Cylinder”.
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That is fairly cool! Thanks for sharing!
Would this nonetheless give okay outcomes on cylinders with one finish scaled means down or means up (cone-ish form)?