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  • #16
    it works? are you sure? what are your settings?

    mine are pretty irrelivent since mine come out the same as above, it goes black as it gets opaque, I want it to be a COLOR when its opaque.

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    • #17
      It can be done fairly easy ...as rerender said you have to play with the Fog a lot to get the desired affect .... and to get rid of the black parts you can turn down the max depth .. in this image the depth was 2.. so yes Vray can do it very easily ...


      Natty
      http://www.rendertime.co.uk

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      • #18
        Unfortunately what you have there is just colored and transparent, and not nearly 90% opaque like in the refrence wile still keeping the ability to drop off to clarity at a thin area.

        I think maybe their fog may be able to work on more of a curve,er, exponentialy getting thicker, rather than at what seems to be to me a linear dropoff from the multiplier on Vray. If they added some kind of curve controll to the dropoff, that may actualy somewhat help. Then, again, theres that whole blackness issue of it, but the curve setting would be a nice start.

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        • #19
          I see what you're saying now. The way I see it is as if it's a glossiness relative to the thickness also. I've tried everything I can think of and it's not coming out quite the same. At first I thought it was just glossy refraction and looked somewhat clear where the object was thinner because it was refracting the black background. In reality, the example material is more like a multi layered glass or plastic that's been stretched to somewhat separate the two components. Could this happen with one material?

          Can anyone think of a way to set refractive glossiness so that it's stronger due to the thickness of the object?

          --Jon

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          • #20
            Originally posted by Trapezium
            I see what you're saying now. The way I see it is as if it's a glossiness relative to the thickness also. I've tried everything I can think of and it's not coming out quite the same. At first I thought it was just glossy refraction and looked somewhat clear where the object was thinner because it was refracting the black background. In reality, the example material is more like a multi layered glass or plastic that's been stretched to somewhat separate the two components. Could this happen with one material?

            Can anyone think of a way to set refractive glossiness so that it's stronger due to the thickness of the object? --Jon
            Glossy takes too much to render with all those samples, thats why I think adding some more components to the fog might do the trick, some kind of setting to keep it from dropping to black, and another setting to give it a new falloff based on a higher curve so it will seaperate faster.

            I attempted to bypass it doing stupid things, like using another refracted vray map to try and mask off the area so it would apply a pink layer... that was just stupid of me. So yeah, Im thinking its in the fog. What I may try doing is getting the demo of FR out, and trying out that material to see what it's properties are. For all we know its some kind of clever mix.

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            • #21
              Still a little off but close, I used a gradient map to adjust the refraction amount towards the middle. I'd be interested to see how the material is created in fr



              "spikey" downloaded from http://www.duber.cz/instruct/files/s...ax6/spikey.htm
              Eric Boer
              Dev

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              • #22
                how ? what ? settings ? (theres no *im not worthy* emoticon on this board)

                yeah, I built my own spikey, easy to figure out. GeoSphere - set to 1 instead of 4, Chamfer the edges so you have large pentagons and thick edges, delete pentagons, shell, extrude triangular points outward, meshsmooth, Very good for testing reflections, refractions, volume effects, procedural mapping, and caustics.

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                • #23
                  Here's the mat, just download the spikey and apply http://www.varcht.com/spikemat.mat

                  I posted the link to spikey because that is a requirement of the copywrite :P
                  Eric Boer
                  Dev

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                  • #24
                    Oh, I used blur's solid color map, if you get a missing plugin it's the diffuse color...
                    Eric Boer
                    Dev

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                    • #25
                      ah, I see, essentialy youre hitting it with a boxed uvw and a radial gradient to get the effect?

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                      • #26
                        Well, the gradient is set to radial and then uses the vertex color chanel for the uvw's, that is why I am interested in the fR material, because the vertices were colored from black in the middle to white at the tips in the original spikey.
                        Eric Boer
                        Dev

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                        • #27
                          hm.. ok, now, with this vertex color channel, exactly how does the uvw on the object have to be set up to use it correctly? because, I used a square map along with the radial to apply it to mine. I've never realy gotten into those. Im trying to use it on other glass shapes but it doesnt work out..

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                          • #28
                            Wow, that's exactly what I'm doing right now to demonstrate a work around

                            Guess it's not a workaround though....

                            Damn I need a faster home computer.



                            Didn't realize he had the model for download on his page

                            --Jon

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                            • #29
                              You have to change the vertex colors in vertex sub-object mode. Just color them with white to black.

                              --Jon

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                              • #30
                                Originally posted by Trapezium
                                You have to change the vertex colors in vertex sub-object mode. Just color them with white to black.

                                --Jon
                                yeah.. just figured that out..

                                Well, its a nice work around at least for spikey, but not practical.

                                I still think maybe they need to add a color adjustment for the black, and a curve edit for the fog.

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