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white fog in glass - possible?

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  • white fog in glass - possible?

    hey - been trying to make a glass material with white fog but i can only get the fog to go dark rather than white...

    basically i'm trying to get completely transparent on thin parts with white fog as the material gets thicker... the same way normal fog works, only white fog instead of coloured...

    i've tried fog, glossy, translucent, falloff maps in refract/glossiness - but no success...

    it's driving me nuts
    when the going gets weird, the weird turn pro - hunter s. thompson

  • #2
    How about just lowering the refraction with a material colour of white?

    Might not be accurate, but it might look ok.
    edit: oh, thickness changes. scrap that then.

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    • #3
      i know your problem. the solution for me was to add translucency with interpolated glossies. it can boost the brightness of the grey refraction into white.
      Marc Lorenz
      ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
      www.marclorenz.com
      www.facebook.com/marclorenzvisualization

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      • #4
        thanks for your replies

        plastic_

        yes - i have tried this approach also but have been unable to get transparent areas where the glass is thin...

        i have trouble understanding how the 'thickness' parameter works when using translucency... doesn't seem to do much even when set to extremes...
        when the going gets weird, the weird turn pro - hunter s. thompson

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        • #5
          I have similar problems.
          Vray really needs some true volumetric shaders.

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          • #6
            im pretty sure you can do this with an SSS shader or a blend of 2 shaders. If i can find some time I will try
            Chris Jackson
            Shiftmedia
            www.shiftmedia.sydney

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            • #7
              s0real:
              it has a HUGE dependance on scene scale and object size. So if your having to use extreemes, I imagine its because something is out of whack.

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              • #8
                jacksc02
                i think that a blend material might be the way to go - a glass blended with an sss material? but is there a way to blend between the two materials according to object thickness in the same way that fog works?

                DaForce
                my scene is set to generic units and mm - object is modelled real world scale.
                when the going gets weird, the weird turn pro - hunter s. thompson

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