danb4026 Posted December 8, 2009 Share Posted December 8, 2009 In the image below, you can see the glass balls hanging from the ceiling in the center. The client thinks they look more like metal than glass. How can I better make them look like glass? In this image, I am using a thin geometry glass material with little to no refraction. I also tried a solid glass material, but it was even worse. They are single faced spheres....no extrusions or shell modifiers. Any help would be appreciated. Link to comment Share on other sites More sharing options...
Tim Nelson Posted December 8, 2009 Share Posted December 8, 2009 Got any reference images of what they should look like? Unless they are supposed to be solid glass balls, you need to have the outer surface of the glass and also an inner surface so it will refract properly. What renderer are you using? It might also help to have a reflection environment outside to give your balls some more stuff to interact with. Link to comment Share on other sites More sharing options...
danb4026 Posted December 8, 2009 Author Share Posted December 8, 2009 Here is an representative image from the web.. Link to comment Share on other sites More sharing options...
Bruce Hart Posted December 8, 2009 Share Posted December 8, 2009 I think they look just like glass balls, and I like your render - nice work. Perhaps something to try (for the sake of your client) so that they do not appear like solid balls is use a falloff map in the opacity/refraction slot. This kind of thing could be achieved by the Fresnel activated in the refraction/reflection, but maybe the falloff map could provide the effect seen in the reference. Link to comment Share on other sites More sharing options...
danb4026 Posted December 8, 2009 Author Share Posted December 8, 2009 (edited) Thanks Bruce and Tim for the advice. I just added a shell mod to get the glass material on both sides and am going to put a falloff map in either the refl or refraction slot and see what happens. I am rendering now and will show the results. Thanks! Edited December 8, 2009 by danb4026 Link to comment Share on other sites More sharing options...
amer abidi Posted December 8, 2009 Share Posted December 8, 2009 yeah, shell it with a solid glass material; should do the trick. (But it will give you a very glossy glass ball, unlike the reference image you attached.) Link to comment Share on other sites More sharing options...
alias_marks Posted December 8, 2009 Share Posted December 8, 2009 adding an environment outside the window to have the balls refract besides the plain white exterior you currently have might help... Link to comment Share on other sites More sharing options...
erickdt Posted December 8, 2009 Share Posted December 8, 2009 Sorry to hear about your problem with your balls... The issue is that you don't have refraction in your material (according to your post). Setting your refraction to pure or almost pure white with an IOR of ~1.6 will solve your problem. E Link to comment Share on other sites More sharing options...
Crazy Homeless Guy Posted December 8, 2009 Share Posted December 8, 2009 I am guessing the shell corrected the problem. Glass is always a pain, regardless of the type or kind... But anyway, what engine are you using? Attached is a reference image, and scene for Mental Ray. The ball on the right is a solid glass material, the middle is a solid glass material with shell modifier, and the left is a thin walled glass material. These are the MR presets, with no modifications by me. Which is also why the glass is blue, it is tinted that way by default, but can easily be switched to clear. The ball on the very right is going to render quite a bit faster than the other two. This is because it is using the thin wall setting in MR. P.S. I had to delete the HDRI file for this scene to make it fit within the size limit, but you can go to Open Footgae, an download the one the scene is using for free. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now