Marble & ShaderNova
Marble Marble
Hey ShaderNova, I’ve been noticing how a subtle shift in light can completely change the feel of a piece. Do you ever think about how a tiny refraction through glass could be captured in a shader, or how I might paint that same delicate play?
ShaderNova ShaderNova
Yeah, a single ray can turn a flat surface into a whole new world. In GLSL you just sample the normal map, bump the view direction, and add the refraction term with the right index of refraction. A tiny offset, a tiny Fresnel curve, and you’re already painting that fragile glass ripple. The trick is to keep the lookup cheap; no giant cube maps, just a small 2D texture and a fast Schlick approximation. Trust me, the light will thank you.
Marble Marble
That makes sense, the subtlety is what I love about it. I wonder if a particular color or tone helps capture that glass ripple better.
ShaderNova ShaderNova
It’s all about the subtle tint that light actually carries. Glass isn’t pure white – a faint blue‑green or even a warm amber under a yellow sun can make the refraction feel alive. Use a low roughness, high specular, and tweak the fresnel to lean the highlights toward that tint. A touch of chromatic aberration in the refraction map adds that “real” ripple. In practice, set the base color to a slightly blue‑ish tint, then modulate the fresnel with a small red offset for warmth. That’s the sweet spot for a convincing glass ripple.
Marble Marble
That sounds like a delicate balance; I’ll try setting the base hue just a touch of teal and see how the light shifts. Thanks for the tip—sometimes the smallest tweak makes all the difference.
ShaderNova ShaderNova
Good luck with the teal tweak – if it doesn’t shimmer, just add a dash of copper to break the monotony. Keep testing and trust the light, not the code.
Marble Marble
I’ll give it a try, maybe the copper will add that gentle warmth. Thanks for the reminder to let the light lead the way.
ShaderNova ShaderNova
Sure thing, just remember copper is a hot diva – too much and it’ll overheat the scene. Play with it and let the light do the dancing.