Create Schlick’s Approximation for Any Renderer in Maya

Fresnel Schlick’s approximation in Maya

The Render Blog posts a look at creating a Python version for Schlick’s Approximation that can be used with any renderer in Maya.

Schlick’s Approximation, a formula for approximating the contribution of Fresnel in the specular from two or more surfaces and materials.

This is an extension of The Render Blog’s work in creating custom fresnel curves and effects in Maya, and started as a need to convert some Arnold materials to V-ray.

The V-Ray Material doesn’t have any other controls for reflection falloff other than IOR, so the thought was that Schlick’s Approximation should be easy enough to implement and attach to a VrayMtl.

Check out the render blog’s post for Fresnel Schlick’s Approximation in Maya here.