![]() |
||||||||||||||
|
|
||||||||||||||
|
|
#1 (permalink) |
|
Member
Join Date: Dec 2005
Location: Northwest
Posts: 73
Name: P D |
Can anyone help me create a good glass with landscape and sky reflections
without having to create an external environment in the scene to reflect. In other words can anyone help me fake some nice reflections in glass. |
|
|
|
|
|
#2 (permalink) |
|
Veteran Member
Join Date: Apr 2003
Location: Edinburgh, Scotland
Age: 37
Posts: 2,265
Name: Iain Collins |
In your material editor, give the glass an environment/reflection map.
If you say what software you use you'll get more specific information but they all have something like this.
__________________
http://iainc.carbonmade.com/ |
|
|
|
|
|
#4 (permalink) |
|
Veteran Member
Join Date: Apr 2003
Location: Edinburgh, Scotland
Age: 37
Posts: 2,265
Name: Iain Collins |
Put a big polygon in front of the glass with the reflection image mapped to it. Turn off the shadow casting option of the polygon.
Do you have any kind of fresnel shader on the glass? It's a must have for realism. Also, some people like to do it as a post process in Photoshop.
__________________
http://iainc.carbonmade.com/ |
|
|
|
|
|
#6 (permalink) |
|
Moderator
|
Seach the cinema forum for topics such as this. It has been covered in the past and I believe Strat, Ernest and myself have all posted .c4d files of our personal glass starting point.
In general: 1)Set the colour to a muted dark green and reduce the brightness to near zero. 2)Set transparency to a muted green at 100%, refraction of 1.45 with fresnel. Add the fresnel shader to the trans channel in multiply mode with a fade from black on the left to white on the right. 3)Set reflection to 100% with the fresnel shader loaded in multiply mode with white on the left black on the right. 4)Add a map to the environ channel in multiply mode. Set the brightness to your liking (can go over 100%). 5)Add displaced turbulance to the bump channel. I use a strength of about 4% and a scale of about 1000%. 6)Specular: W-50, H-100, F- -28, I-6 That is my start point. Every scene and glass material is different so tweak to suit. |
|
|
|
|
|
#7 (permalink) |
|
Member
Join Date: Dec 2005
Location: Northwest
Posts: 73
Name: P D |
I joined this forum 2 days ago and already im addicted, its great.
Thanks for your help. One last question but. Im relatively new to the visualization world..... please tell me how to add displaced turbulance to the bump channel. |
|
|
|
| Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
| Thread Tools | |
| Display Modes | |
|
|
|
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| Creating Architectural Glass | nisus | Tips, Techniques and Frequently Asked Questions | 23 | May 8th, 2009 09:42 PM |
| Architectural Glass in Vray | rozsadan | Work in Progress (WIP) | 12 | August 9th, 2007 05:24 AM |
| Let There Be Architectural Glass | Ernest Burden | The Unchallenge | 60 | April 26th, 2006 08:04 AM |
| Architectural glass opacity missing alpha channel | Ras | Autodesk VIZ | 3 | November 15th, 2004 02:02 AM |
| Architectural Glass | Jonny English | Autodesk VIZ | 10 | September 18th, 2003 07:42 AM |