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Looking for Glass.
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.
Looking for Glass. // Archive: Tech Forum
Post by X-PaX // Apr 12, 2007, 5:50am
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X-PaX
Total Posts: 12
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That glass looks very nice Vizu. It reminds me to a 'Senfglas' ;)
@pixelpantscher
Maybe a multilayer texture map would do the trick? |
Post by Changa // Apr 12, 2007, 9:25am
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Changa
Total Posts: 187
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Vizu, glass is very nice. Maybe it needs more reflection. At least then I drink beer I can see my lucky face.:D I've made few experiments with F material and LW glass. LW glass is much reflective. Reflection 0.5 LW glass is ~ 5 of F. Just try to play with slider! |
Post by pixelpantscher // Apr 12, 2007, 11:38am
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pixelpantscher
Total Posts: 39
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@ X-Pax Multilayer material would only work if you want the glas to be "dirty" inside and outside the same way. ;)
But Parvas idea was to have some lipstick on the glas, which would be mainly outside on the rim. So we need any type of map to do the job.
The glas in the glas -as I thought it yesterday - is not giving a propper result :( |
Post by pixelpantscher // Apr 12, 2007, 11:42am
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pixelpantscher
Total Posts: 39
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@ changa In the moment you fill beer in the glas the reflection will change :)
And iff you have no beer in the glas you will not get a happy face :D |
Post by Changa // Apr 12, 2007, 7:46pm
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Changa
Total Posts: 187
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And iff you have no beer in the glas you will not get a happy face :D
You are right. Not a glass makes people happy! |
Post by X-PaX // Apr 16, 2007, 5:32am
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X-PaX
Total Posts: 12
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But Parvas idea was to have some lipstick on the glas, which would be mainly outside on the rim
I think a bit would be inside also ;)
Maybe you can try a projector light? |
Post by Leif // Apr 16, 2007, 6:01am
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Leif
Total Posts: 276
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Point is, lipstick is not so reflective nor as shiny as glass is.. |
Post by spacekdet // Apr 16, 2007, 7:09am
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spacekdet
Total Posts: 1360
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For what it's worth:
When I needed different textures on the inside/outside surfaces of a glass vessel I handled it by constructing the bottle out of NURBS. The 'seam' was a stitch operation that formed the top rim. When it came time to apply the textures, I just had to drill down in the heirarchy and apply the smooth plain glass to the inside surface, and the nubby embossed glass material to the outside surface. In your case you'd apply the lipstick/glass material to the outside, and the plain glass to the inside.
Am I understanding correctly that you cannot use multi-layer materials with VRay?
That's like returning to the days of tS3 and using multiple copies of objects and decals! |
Post by pixelpantscher // Apr 17, 2007, 3:10am
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pixelpantscher
Total Posts: 39
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Hey Spacekdet,
the multilayermaterial works fine with V-Ray. The one which doesn't work was my experiment withe "glas in the glas". I made one objekt as glas and put all settings for the plain glas on it (transparency - reflections - shine and so on) and then i copyed the object without moving it - set to full transparency no color no nothing - put a decal with the "dirt" on it and thought I'll get a dirty glas. The dirt worked also fine, but the second object gave very astonishing reflections inside the 1st glas. Tried it in LW and V-ray. The results are naturaly different, but both are not useable.
Maybe I tried it the wrong way:confused: |
Post by TomG // Apr 17, 2007, 7:08am
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TomG
Total Posts: 3397
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It is not good to have two surfaces in exactly the same place. The renderer then renders both and has trouble combining them naturally - in the real world, nothing is ever in an identical place. Your lipstick smear is not actually in the glass surface, but on it, in a different location by tiny amounts, but different.
So copying an object without moving, scaling or otherwise making it not in exactly the same position will confuse the render engine and is not a good solution.
BTW multilayer materials do not work in V-Ray - V-Ray has no support for layered materials. You will at best get the results of just one layer. So the usual solutions of masks using masks will not work for V-Ray.
I would make a copy of the area to have the lipstick applied, and scale it or move it fractionally so that it no longer occupies exactly the same space as the glass material. Then using a transparency mask, you can define when that surface renders and when it doesn't.
Or another option would be to make two render passes. Never be afraid of multiple render passes :) One with clean glass, one with dirty, and do your combining post process in the 2D package (lot of power there as it will be easy to adjust transparency or even what areas are dirty, all without re-renders taking up a lot of time).
HTH!
Tom |
Post by Accu // Apr 19, 2007, 1:56am
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Accu
Total Posts: 49
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I played a bit with glass last week. Vizu got me started with this post and on #trueSpace.
First I tried to make ShaderMagic glass... I failed.
Then, I tried to make glass by using the reflection of the ShaderMagic shader I made and the transmission of the trueSpace glass shader... failed again.
In the end I tried to make dirty glass. I used Vizu's settings for LW glass but on a mapped phong with a diffusion map that contained some fingerprints (the whole map is black but for the fingerprints which are almost black). The prints are only on the outside of the glass, the inside was painted with the same material but the diffusion set to zero. This is a SDS object so I had to select the inside faces and paint them. I'll try nurbs next time.
I got the prints by scanning them. My scanner has a problem so you'll notice a strange horizontal line on the glass. It's rendered in tS7.11 - LW with HDRI lighting.
Next time I try this, I'll have to use a dirtier diffusion map. |
Post by Vizu // Apr 19, 2007, 2:10am
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Vizu
Total Posts: 628
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The fingerprint on the glass looking good so far but i think i create the glass with a bit to much thikness.
the rest looks good. |
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