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Flask
About Truespace Archives
These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.
They are retained here for archive purposes only.
Flask // Work in Progress
Post by jamesmc // Apr 29, 2006, 6:12pm
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jamesmc
Total Posts: 2566
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Trying to create a flask that looks like it is hand blown by a glass blower. I keep getting odd banding and stuff. When I render the object in tS66 I get a grey effect on the top and bottom inside of the glass. |
Post by hultek43 // Apr 30, 2006, 4:27am
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hultek43
Total Posts: 234
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This may be due in part to the gray background color. |
Post by jamesmc // Apr 30, 2006, 2:05pm
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jamesmc
Total Posts: 2566
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Ah, okay. Makes sense thanks. |
Post by TomG // May 1, 2006, 4:34am
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TomG
Total Posts: 3397
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Hard to tell from the image, but it looks like the shape has zero thickness. In particular for glass objects, it is important to have some thickness to it, so the ray can refract on the way in and the way out of the glass, to give realistic looking refraction.
Also, ensure single sided is not enabled for rendering (globally, or for the object).
Finally, drop in something behind it for it to refract, I'd suggest some surface beneath it, and a wall with some pattern on it. Refraction can never refract a background properly so using objects is a good idea - with a plain grey background, it doesnt matter of course since every refracted point from the background will be the same grey :) That just won't show up the effect as well though, so something with forms and shapes in there will help reveal the refraction effect better so you can see if it is working as planned.
HTH!
Tom |
Post by jamesmc // May 1, 2006, 6:09am
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jamesmc
Total Posts: 2566
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Hard to tell from the image, but it looks like the shape has zero thickness. In particular for glass objects, it is important to have some thickness to it, so the ray can refract on the way in and the way out of the glass, to give realistic looking refraction.
Also, ensure single sided is not enabled for rendering (globally, or for the object).
Finally, drop in something behind it for it to refract, I'd suggest some surface beneath it, and a wall with some pattern on it. Refraction can never refract a background properly so using objects is a good idea - with a plain grey background, it doesnt matter of course since every refracted point from the background will be the same grey :) That just won't show up the effect as well though, so something with forms and shapes in there will help reveal the refraction effect better so you can see if it is working as planned.
HTH!
Tom
0 thickness eh? Hmmm, and here I was trying to make it delicate. Maybe I'll add an elephant hide texture to it. :D Joking...
Hmm, well I'll put some rose vases in the background with a mirror. There will be plenty of refracting then. :)
Thanks for the advice. I make better glass in 2D than I do in 3D. :( |
Post by TomG // May 1, 2006, 6:55am
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TomG
Total Posts: 3397
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Delicate is good, but zero thickness will still give poor refractions compared to even the tiniest thickness :) The need is to have two surfaces, like any glass object has (even the thinnest), so that the light bends on the way in, and on the way out. With only one surface, it is always going to give an unusual and inaccurate result.
You can make that thickness as low as you like of course, it still just ensures better calculations to the refraction. With no thickness to the sides, the object is going to refract as if the whole thing as solid glass rather than a hollowed out vase :)
HTH!
Tom |
Post by jamesmc // May 1, 2006, 11:01am
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jamesmc
Total Posts: 2566
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I gave one flask two subdivisons, the yellow one on the right (the closest.) Kind of junked up the scene to see different effects of glass, reflection and what not. |
Post by jamesmc // May 1, 2006, 1:04pm
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jamesmc
Total Posts: 2566
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Of course, everything looks better with a little bit of animation. :) |
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