I've created a glass materail and am tweaking the settings for a more realistic look.
To create the material, I've done the following:
1) On the diffuse layer, I set the color to black. Where it says transparency on the right, I click the "m" and set the common type to fresnel. Leaving everything else as default.
Test render 1 = Transparent material that looks a little cloudy and no reflections or object thickness.
2) Create a reflection layer leaving its default settings.
Test render 2 = almost a chrome or shiny metal surface.
3) On the reflection layer, I clicked the "m" next to reflection and now for this layer, enabled frensel.
Test render 3 = TR1
4) Created a refraction layer and enabled frensel. Material preview shows decent glass.
Test render 4 = Glass with a nice edge but a little too black on the edge and the transparency is a little dirty.
5) Under options, I turned off double-sided.
Test render 5 = A reflective glass edge and dirty glass.
All the above tests have the glass floating just a hair above the surfaces it sits on. The following test shows what happens to the glass when I render it actually sitting on the objects.
Test render 6 = Where the glass touches an object it renders pitch black. Note double-sided is not checked.
Now, I added an emissive material to a portion of the stick. RGB is 63, 191, 127 and a multiplier of 2. The preview of this shows as purple glow.
Test render 7 = is a blue light where not covered by the glass, and green where its under the glass.
Now for my questions.
TR7 - why is the emissve material changing colors?
TR6 - why does glass render pure black when touch other objects?
TR4 - I think this looks more real (when double sided is checked) for sheet glass.
Q1 - How do I get the glass to not look so dirty?
Any other comments on what you might see in this test i.e. opinions, suggestions etc are welcome.
To create the material, I've done the following:
1) On the diffuse layer, I set the color to black. Where it says transparency on the right, I click the "m" and set the common type to fresnel. Leaving everything else as default.
Test render 1 = Transparent material that looks a little cloudy and no reflections or object thickness.
2) Create a reflection layer leaving its default settings.
Test render 2 = almost a chrome or shiny metal surface.
3) On the reflection layer, I clicked the "m" next to reflection and now for this layer, enabled frensel.
Test render 3 = TR1
4) Created a refraction layer and enabled frensel. Material preview shows decent glass.
Test render 4 = Glass with a nice edge but a little too black on the edge and the transparency is a little dirty.
5) Under options, I turned off double-sided.
Test render 5 = A reflective glass edge and dirty glass.
All the above tests have the glass floating just a hair above the surfaces it sits on. The following test shows what happens to the glass when I render it actually sitting on the objects.
Test render 6 = Where the glass touches an object it renders pitch black. Note double-sided is not checked.
Now, I added an emissive material to a portion of the stick. RGB is 63, 191, 127 and a multiplier of 2. The preview of this shows as purple glow.
Test render 7 = is a blue light where not covered by the glass, and green where its under the glass.
Now for my questions.
TR7 - why is the emissve material changing colors?
TR6 - why does glass render pure black when touch other objects?
TR4 - I think this looks more real (when double sided is checked) for sheet glass.
Q1 - How do I get the glass to not look so dirty?
Any other comments on what you might see in this test i.e. opinions, suggestions etc are welcome.
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