Timeline for Basics of Cycles shading
Current License: CC BY-SA 3.0
9 events
when toggle format | what | by | license | comment | |
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Jun 10, 2020 at 12:57 | history | edited | CommunityBot |
Commonmark migration
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Apr 13, 2017 at 12:57 | history | edited | CommunityBot |
replaced http://blender.stackexchange.com/ with https://blender.stackexchange.com/
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Apr 9, 2016 at 17:46 | history | edited | PGmath | CC BY-SA 3.0 |
added 14 characters in body
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Apr 7, 2016 at 12:09 | comment | added | PGmath | @hat No, the factor determines the fraction of the second input that contributes to the output (same with the mix RGB node and the compositing mix node). | |
Apr 7, 2016 at 3:52 | comment | added | hat | Many thanks for this good explanation. One remark though: regarding the mixing shaders, isn't it the other way round, i.e. using using fac=0.3 the surface will be 30% diffuse (shader1) and 70% glossy (shader2)? | |
Apr 7, 2016 at 1:11 | history | edited | PGmath | CC BY-SA 3.0 |
added 1270 characters in body
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Apr 6, 2016 at 21:53 | vote | accept | hat | ||
Apr 6, 2016 at 17:16 | comment | added | PGmath | Further explanations of glossy roughness, refractive transparency, and fresnel, along with some more graphics and renders coming. Sometime... | |
Apr 6, 2016 at 17:09 | history | answered | PGmath | CC BY-SA 3.0 |