How to exactly control Fresnel colours
Posted: Mon Jul 02, 2018 3:20 pm
Hello all,
Using ASE, I created a shader that uses the Fresnel node.
I want to achieve the effect of having different colours for the base of an object, and the rim. So for instance a cobalt blue sphere with a bright red rim as a result of Fresnel effect.
So far, this is what I've achieved:
Unfortunately this setup appears to make the rim a "mix" from both colours. So Instead of red, it produces a fuchsia pink colour, like this:
How can I make sure I can have total control over both colours?
Cheers and thanks!
Using ASE, I created a shader that uses the Fresnel node.
I want to achieve the effect of having different colours for the base of an object, and the rim. So for instance a cobalt blue sphere with a bright red rim as a result of Fresnel effect.
So far, this is what I've achieved:
Unfortunately this setup appears to make the rim a "mix" from both colours. So Instead of red, it produces a fuchsia pink colour, like this:
How can I make sure I can have total control over both colours?
Cheers and thanks!