#Fresnel bleeding into material..
1 messages ยท Page 1 of 1 (latest)
What do you mean by using WPO to make the material face the player? The Fresnel contribution is determined by the relative angle between the camera and the surface normal, so anything that is messing with the vertices has to be handled carefully.
Here are the nodes that go into the WPO
Where I sourced the method from
Yeah I guess the WPO has everything to do with it, is their anyway to to fix that and still keep the camera facing effect?