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Glass Experiment
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.
Glass Experiment // Work in Progress
Post by cnicolapc // Jun 24, 2007, 10:26am
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cnicolapc
Total Posts: 26
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Glass Experiment
Vray 1.51
Hdri |
Post by Vizu // Jun 24, 2007, 12:49pm
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Vizu
Total Posts: 628
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looks okay but the grain effect ? looks a bit to dirty for my taste. |
Post by trueSpaced // Jun 24, 2007, 3:27pm
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trueSpaced
Total Posts: 544
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Looks okay.... I don't know, something about it looks weird, especially the colorless one. Something doesn't look real about them... I can't quite point out what, though... Maybe some scratches or stains, or other details? Depending on if this was just an experiment or something you want to submit to the gallery.
-TrueSpaced:banana: |
Post by Jack Edwards // Jun 24, 2007, 4:36pm
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Jack Edwards
Total Posts: 4062
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Don't have TS up at the moment, but the noise could be from the HemiSamples or Interpsamples set to low. Also check your HDRI samples setting.
-Jack. |
Post by cnicolapc // Jun 24, 2007, 6:19pm
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cnicolapc
Total Posts: 26
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Thanks
Changed aeralight with SpotLight |
Post by Jack Edwards // Jun 24, 2007, 6:35pm
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Jack Edwards
Total Posts: 4062
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Ah, the low resolution area light issue. There's a few threads on the forum that shows how to adjust the resolution on the area light so you don't get that grainy look.
Here's a recent one that I pulled up with a search for Area light and VRay:
http://forums1.caligari.com/truespace/showthread.php?t=3116&highlight=area+light+vray
-Jack. |
Post by cnicolapc // Jun 24, 2007, 7:26pm
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cnicolapc
Total Posts: 26
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Thank You Jack. |
Post by cnicolapc // Jun 24, 2007, 7:46pm
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cnicolapc
Total Posts: 26
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Thank You Jack.
I have increased the value in area light samples. Does thing think of it? |
Post by kena // Jun 24, 2007, 7:59pm
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kena
Total Posts: 2321
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Your surface is to bright - try making it gray instead... that would probably do a lot to help. White surfaces tend to wash out things like SSS and caustics. |
Post by Jack Edwards // Jun 24, 2007, 8:01pm
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Jack Edwards
Total Posts: 4062
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I use spot lights in most of my work (mainly because I'm lazy) but I think the area light is definitely giving you a nicer render here.
The next step is to give the glass an environment to reflect. Quickest way to achieve that is with HDRI. But you can also model a surrounding environment in order to have more control over what is reflected.
You're color shader settings look to be a bit saturated and a bit too bright. Try backing those off some.
Also it looks like you may have diffuse set to zero and transmissive set to 1.0. And in the real world glass isn't really that perfect, so it might be worth playing with the settings a bit. Say diffuse .05 and transmissive .95.
If you really want to go all out, bump or normal mapping and the mapped shaders can add a lot to the way glass looks. But that all depends on how involved a project you want. This is already looking pretty good to me. ;)
-Jack. |
Post by cnicolapc // Jun 24, 2007, 11:55pm
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cnicolapc
Total Posts: 26
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I enclose the scene, thus if you can help to find the setting me just, could be useful to all. |
Post by cnicolapc // Jun 25, 2007, 12:01am
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cnicolapc
Total Posts: 26
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A part that I find difficult to render realistic is the blade of a knife in stainless steel. Someone has an example? Thanks many |
Post by kena // Jun 25, 2007, 5:37am
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kena
Total Posts: 2321
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I'm a bit late for work, so I will post the settings later. |
Post by kena // Jun 25, 2007, 2:35pm
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kena
Total Posts: 2321
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OK - here are the settings I used for the Picture above. |
Post by kena // Jun 25, 2007, 3:00pm
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kena
Total Posts: 2321
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same scene with spotlight... It washes out the bottom of the glasses, though.
7115 |
Post by trueSpaced // Jun 25, 2007, 3:17pm
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trueSpaced
Total Posts: 544
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Ya, the bottoms of the glasses look like they have glow sticks in them
-TrueSpaced:banana: |
Post by kena // Jun 25, 2007, 5:25pm
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kena
Total Posts: 2321
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hope that my tests above helped you cnicolapc... I've never tried a knife... will get back with you. |
Post by cnicolapc // Jun 25, 2007, 7:10pm
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cnicolapc
Total Posts: 26
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Thanks for your Kena answer, I have seen the settaggi, but to my sight me he seems a little artificial one. It seems to me that it remains opaque too much, and little transparent? Thanks still |
Post by parva // Jun 25, 2007, 11:07pm
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parva
Total Posts: 822
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First, you work with high reflection/refraction material means you need high and exact raytrace settings (max depth 28-32; low reflect and ray limit).
Second uncheck the transparent shadows and enable caustics. Caustics needs high values to be exact and a low search range (depends on the size of the scene and the dimensions you worked in).
Another thing is to increase the sample size if you use HDRI environment. These samples overwrite the hemisphere samples from the IR engine.
7119
7118
scene attached
settings set and rendered in model site. |
Post by kena // Jun 26, 2007, 8:03pm
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kena
Total Posts: 2321
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I did some tweeking for you as well. Best I could get with the knife was a sort of bread knife.
7148
and here is the zipped scene
7149 |
Post by cnicolapc // Jun 27, 2007, 6:25am
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cnicolapc
Total Posts: 26
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Kena thanks, appeal to to the blade hour to me study as you have set up the scene. Thanks. |
Post by parva // Jul 3, 2007, 10:55pm
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parva
Total Posts: 822
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here another play with strong caustics (a bit too strong but nevermind :D)
7259
diffuse seams to create splotches in translucence materials even at very low settings so best is to go just with color, transmission&reflection.
The other good thing is that it renders a bit faster.
thats how it looks in fryrender beta1.7:
7261 |
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