Glass Help

Announcements, requests and support regarding SkIndigo - the Sketchup / Indigo exporter.
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cpfresh
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Post by cpfresh » Thu Jun 26, 2008 6:15 am

... what? :S

it looks cool but ... is the sandblasted part supposed to be on the back or front? it looks like the back in your image. the imagemap showed up really clear, that looks awesome.

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zsouthboy
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Post by zsouthboy » Thu Jun 26, 2008 6:28 am

Actually you're right, the sandblasted part is much less shiny - so i need less glass in front of it.

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cpfresh
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Post by cpfresh » Thu Jun 26, 2008 7:51 am

...cant seem to get any absorption going on ...
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im1214419054.png
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zsouthboy
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Post by zsouthboy » Thu Jun 26, 2008 8:52 am

I changed the scene a bit to make it more clear what is going on, made the glass very thick and changed the camera angle.

Here's my latest results:
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im1214419534.jpg
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Post by Post » Thu Jun 26, 2008 2:04 pm

zsouthboy,
Sorry, I'm lost on the diffuse material and the blending process... still new with this program i will have to look at the tutorails again regarding the materials. I think I will "cheat" and follow cpfresh suggestion, placing a thin layer of the "sandblasting" on the glass.

Once this project, a design comp, go public, I will post the some renderings.

Thanks for all your suggestions.
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-Too much to do too little time :( -

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Post by Post » Thu Jun 26, 2008 2:14 pm

Both of your models look great!! I have soo much to learm!!!

zsouthboy, with the bumpmaping, are you able to make it a bit transparent (say 75%) and increase the the colour on the glass?

cpfresh are you still modeling with a thin layer of "sandblasting" or using a noise image as suggested by zsouthboy? You have a bit more transparent sandblasting, the look I'm aiming.

Thanks
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zsouthboy
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Post by zsouthboy » Thu Jun 26, 2008 2:39 pm

Color on the glass is controlled by absorption, easy to increase to get a deeper color.

The last render i attached had the diffuse plane at full intensity for effect - easy to make slightly transparent to match if necessary. I don't have the blend here at home, but I'll tweak it and render some more tomorrow.

I'm not sure how to do material blends in Skindigo, sorry I can't help with that.

Look forward to the final renders :)

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cpfresh
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Post by cpfresh » Thu Jun 26, 2008 3:35 pm

hiya post, no i only did that first render with a modelled layer of sandblasting. the next few tries were by using a blend of two glossy transparent materials, each with a different exponent setting. this is the way Ono suggested above and it seemed to work pretty good. the only problem i was coming across was getting enough color into the glass. ill see if i can mess with it more at home in a bit.

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zsouthboy
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Post by zsouthboy » Fri Jun 27, 2008 3:42 am

I'm trying out cpfresh's way of doing things right now, it looks better than the "plane-in-front" thing I was doing.

Blending a glossy transparent with regular transparent media.

Setting the IOR of the glossy transparent high (say, 5)makes it less see through and more diffuse (which is unexpected - Ono?)

Now the area behind the glass can be seen through the 'frosted' area ever so slightly:
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im1214493866.png
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zsouthboy
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Post by zsouthboy » Fri Jun 27, 2008 4:13 am

Comparison:
IOR of 5, 4, and 3:
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Kram1032
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Post by Kram1032 » Fri Jun 27, 2008 5:23 am

well... the higher the IoR, the more the background gets distorted. Also, the material reflects more and is (appearing to be) less transparent. So, the reflection slowly gets stronger than the refraction from behind... - which in the end might cause less transparency ;)

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cpfresh
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Post by cpfresh » Fri Jun 27, 2008 6:35 am

... well i got some green going on now. i guess the only thing that looks funny to me is the shadow ... should frosted glass create such a solid shadow? imma leave this one cook longer to see if it clears up. perhaps it is related to the rendering method i'm using. all of these have been straight MLT no bidir and no hybrid.
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Kram1032
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Post by Kram1032 » Fri Jun 27, 2008 6:54 am

t's not an entirely solid shadow... I guess that's valid. Just think about a fully colourles SSS thingy... Although it absorbs nothing, it makes a solid shadow.
In this case, the scattering is limited to the surface, which causes some caustics to show through. The shadow is very likely to be correct.

(Oh, just saw it: I've the reality-example directly a little left of in front of my nose. frosted glass definitely throws solid shadows.)

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zsouthboy
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Post by zsouthboy » Fri Jun 27, 2008 7:18 am

Yeah it makes a shadow because the light scatters instead of going directly through = attenuation.

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cpfresh
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Post by cpfresh » Fri Jun 27, 2008 9:16 am

ok finished render ... not so great i think. it seems to me that the cube would be reflected more in the shiny letters than it is ... anyways, gonna try one last time from a different angle.
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