Fallof Node Rework
In my opinion the Fresnel and Layer Weight Node could get a rework in usability and functionality. They could be merged into a single Node to switch between the modes and have some added In- and Outputs. The modes i propose are:
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Facing - similar to the Facing output in the Layer Weight Node. The Blend value could be changed to a nicer to use Slider.
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Fresnel Artistic - similar to the Fresnel output in the Layer Weight Node. Also a Roughness input would be really helpful for correcter Fresnel (i know this is a a tiresome topic) i read the explanation from Lukas Stockner why correct Fresnel is difficult without sacrificing flexibility, but still i dont get why the Fresnel Node itself can't have a rRughness slider when it can be easily done with a nodegroup .
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Fresnel Physical - similar to the Fresnel Node. Again with a Roughness input.
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I'm not sure if this is technically possible in Cycles but in Blender Internal and VRay you can get a Falloff from the Light / Shadow pass of an Object. So basically the bw result of a white diffuse shader (for example to make the night side of the earth use a different thexture then the day side).
2 Comments
number 4 you can sort of do it by using Texture Coordinates>Object and choosing the lamp (or any object) desired and then play with these inputs as in this picture:
You might also add other lamps in the same fashion. (Download at
pasteall.org/blend/index.php
)
Merging Fresnel with layer weight sounds reasonable but: choosing 'fresnel physical' should change name and input range in the field below, and I am not sure this is happening anywhere in Blender nodes UI. The roughness input is reasonable too, if coded to work properly, but first it should be clear for users how to use it, second, I think that with Principled (aka Disney) UberShader this PBR fresnel issue will be hopefully gone
Thanks for your answer. I know the Shadow Light thing is possible with some tricks (i always used a second renderlayer with a diffuse material). This one is also very clever but i not really working with complex meshlights and bounce lighting(?). However it would still be nice to have it all comprimised at one place.
The Render Layer Node can add/remove Outputs when switching to a renderlayer with different Passes and the PxrSurface Node in the Renderman Addon can completely change it's UI so i think it might be possible to change the name and input range.
Yeah the Principled BSDF solves the fresnel issue, but not all new Materials will be done with only this Node i think.