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

1  |  

Post by cnicolapc // Jun 24, 2007, 10:26am

cnicolapc
Total Posts: 26
Glass Experiment


Vray 1.51

Hdri

Post by Vizu // Jun 24, 2007, 12:49pm

Vizu
Total Posts: 628
pic
looks okay but the grain effect ? looks a bit to dirty for my taste.

Post by trueSpaced // Jun 24, 2007, 3:27pm

trueSpaced
Total Posts: 544
pic
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

Jack Edwards
Total Posts: 4062
pic
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

cnicolapc
Total Posts: 26
Thanks

Changed aeralight with SpotLight

Post by Jack Edwards // Jun 24, 2007, 6:35pm

Jack Edwards
Total Posts: 4062
pic
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

cnicolapc
Total Posts: 26
Thank You Jack.

Post by cnicolapc // Jun 24, 2007, 7:46pm

cnicolapc
Total Posts: 26
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

kena
Total Posts: 2321
pic
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

Jack Edwards
Total Posts: 4062
pic
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

cnicolapc
Total Posts: 26
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

cnicolapc
Total Posts: 26
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

kena
Total Posts: 2321
pic
I'm a bit late for work, so I will post the settings later.

Post by kena // Jun 25, 2007, 2:35pm

kena
Total Posts: 2321
pic
OK - here are the settings I used for the Picture above.

Post by kena // Jun 25, 2007, 3:00pm

kena
Total Posts: 2321
pic
same scene with spotlight... It washes out the bottom of the glasses, though.
7115

Post by trueSpaced // Jun 25, 2007, 3:17pm

trueSpaced
Total Posts: 544
pic
Ya, the bottoms of the glasses look like they have glow sticks in them

-TrueSpaced:banana:

Post by kena // Jun 25, 2007, 5:25pm

kena
Total Posts: 2321
pic
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

cnicolapc
Total Posts: 26
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

parva
Total Posts: 822
pic
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

kena
Total Posts: 2321
pic
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

cnicolapc
Total Posts: 26
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

parva
Total Posts: 822
pic
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
Awportals.com is a privately held community resource website dedicated to Active Worlds.
Copyright (c) Mark Randall 2006 - 2021. All Rights Reserved.
Awportals.com   ·   ProLibraries Live   ·   Twitter   ·   LinkedIn