Hello, I want ask you on how to create correct way complex fresnel for Arnold. Let for example, we want create complex fresnel for gold material. First we create SamplerInfo and ( RemapColor or 3xRemapValue ) and aiStandart Shader. Facing ratio in SamplerInfo is inverted, 0° is white 90° is black, then we need invert it…
What values did you input to the fresnel script? The RGB values are very sensitive(at least in Max/Vray) Slight changes in value can greatly influence the result. You shouldn't need to mess about with inverse gamma(.4545) if you're set up for a LWF.