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.
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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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