Glass Help
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.
Post
-Too much to do too little time -
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.
Post
-Too much to do too little time -
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
Post
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
Post
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
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
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.
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:
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 (335.59 KiB) Viewed 2097 times
... 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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- im1214503064.png (372.57 KiB) Viewed 2071 times
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.)
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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