Controling the refraction in cycles

At around 8:26 when the refraction is controlled with the depth slider... how do we get that sort of control if rendering with cycles?

Or if I don't want it necessarily physically correct do I just play with the IOR?

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  • Martin Bergwerf replied

    Refraction in Cycles is simply controlled with the IOR.

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  • Omar Domenech replied

    You can do things in Eevee that we shouldn't suppose to, so you'll get more ways to break reality in Eevee since it's all fake and simulated anyways. Cycles wont let you do most of those things or you'll have to find ways around it with nodes and stuff. But you get used to using each engine for its own purpose. In other words, you have more control in Eevee to break physically based reality stuff and much less control in Cycles since it's set for accurate reality representation out of the box.

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  • Jonathan Lampel replied

    Exactly what Martin and Omar said! The reason for this is that Eevee (currently) can't use the actual volume of the 3D shape for refraction, so it relies on this number to calculate the thickness. Cycles can use the full 3D shape so there's no need for the workaround.