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Fresnel Reflections<br />
Fresnel Reflections are a naturally occurring phenomenon that states that an object becomes more<br />
reflective the greater the angle at which it is seen. An example of this principle would be a window<br />
that is seen from straight ahead as opposed to at an angle. Through manipulating the Index of<br />
Refraction (IOR) the reflective characteristics of an object can be changed. A lower IOR means<br />
that a larger angle is needed between the observer and the surface be<strong>for</strong>e the object begins to<br />
reflect. A higher IOR means that a smaller angle is needed, which in turn causes the object to<br />
reflect sooner. To have your renderings be more physically correct it is recommended to have the<br />
IOR of an object correspond to its actual IOR.<br />
Below are six rendered samples each with a different Fresnel IOR. The last one is a rendered with<br />
full reflection to creae a chrome material.<br />
Reflections and Highlights<br />
Wondering why V-<strong>Ray</strong> rendering engine doesn't have the highlight option built into it as previous<br />
rendering engine Flamingo? The truth is that the highlight is created by reflecting a very bright<br />
object or light in the scene. It also called lightsource.<br />
Some rendering engines use Highlight to create lightsource if there isn't any lightsource in the<br />
scene. But current V-<strong>Ray</strong> <strong>for</strong> <strong>Rhino</strong> version does not support this option. SO you must create<br />
Rectangular Light or other self lit object as lightsource <strong>for</strong> the scene.<br />
28<br />
V-<strong>Ray</strong> <strong>for</strong> <strong>Rhino</strong>