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Need some glass advice for this render
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Your porcelain is looking great there. I like the faucet as well, nice work. I'll be honest though I wasn't reading the backdrop as glass here. Something does seem off about the edges of the glass panels as well, like the IOR is at 1 or not really bending the light. What is also breaking the illusion here for me is the lack of environmental reflections in the glass, I think it would help to sell it in this case. Right now we see the objects in the foreground reflected but nothing else so it feels like really shiny tile. We could use a specular highlight across part of it as well if possible. Can't wait to see the final product...
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Depends. The reflection wont' bend if the surface is flat. I would expect to see some subtle (or not so subtle) variation in the surface of the tiles, but you'd need some kind of reference of what they are supposed to look like to be sure. If you are not concerned with a match to a real tile then just do what looks good, and I would add a bump to the glass to vary up the reflection.
The reflection looks a bit strong to my eye, maybe it's just me - but do you have the IOR above 1.5 or so?
/b
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Originally posted by JamesCutler View PostThe IOR is currently at 3, so I will drop it back down to 1.6. When adding a bump map, is it best to use a noise map? if so how much/how big? Thanks for the help guys
Avoid going too fine with the map though, because it will just make the glass look frosted. A very subtle amount of bump will likely do the trick. For many glass materials my bump value is set at something between .5 and 1.5, sometimes even a bit less.
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Originally posted by simmsimaging View PostDepends. The reflection wont' bend if the surface is flat.
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For this type of tile try the cool script Floorboard generator as you can put a slight uneveness to the tiles [as they would be in real life]
Cheers
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It looks like the light is larger and in a different position - that would cover a lot of it. Your material needs a stronger fog value too, if you want to match the reference. If not, the reference will always read like it has a stronger highlight simply because of the inherent contrast against a darker material. The bump looks better btw.
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I couldn't find the right bump level, I added noise and set the size to around 100, and then made the bump amount about 10. I have no idea if this is correct but when you mentioned you have a bump amount of 0.5 to 1.5, i wasn't sure what size your noise map was or if you used a different type of bump map.
Sorry i didn't say, the reference image is a different glass colour than the one I am rendering. I am trying to match the highlight and reflections. The glass is crystal clear, with a back film applied, in the refernce image it has a blue film, where as my render has an off white. I will eventually be creating all the tile colours, but need to get them looking right first.
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