Today I would like to make a casino dize shot. Hmm, I am playing around with the material for this translucent looking plastic dize, but I really can’t get a very good look.
Here is a image I could find on the web, the dize I am talking about, I would like to make the same material:
I appreciate every littel help and suggestion,
bernhard
Refraction, red fog. I’m not sure what else you need.
What have you tried so far, and can you post up some of your results? Its impossible to know what kind of level of detail you want with such a vague post.
hmm… I’ve never done something with a translucent material like this one is … I’ve played with the refraction value, but it looks more glass after increasing the refraction, instead of looking this shiny translucent material we all know from this nice looking casino dice.
Smooth it out so youve got rounded edges/something to work with the material, drop your fog intensity to around .1 or lower, and raise your refraction glossiness to around .95. Possibly make it more refractive and add more reflection, I cant say without some trial and error.
Thank you friends, I think I have a good basic dice material now.
But, another issue.
I’ve decided to use a displacement map for the dots.
It work’s fine.
But of course, to get the dots in a different color, I use the same map as a mask in the blend material.
But using a Blend material with the original dice mat and a simply white material and the dots alpha map in the mask channel … it’s a render killer…, no way to render that out.
Plus, if I use the blend mat with a mask, I need to lower the refraction, because it will not take effect. This is also effecting my basic dice material, and so it will not look like it should look like.
It takes 1000xtimes longer, only because I use a blend material.
Is there any other way, I can avoid such horror rendertime ?
I’ve tried also in the difuse a mix map, with the same mask.
It’s much faster, but the material is not the same, because it looks like that it’s mixing just the basic colors from the mix map…
wopaaa, I learn a lot on this simply dice idea..
by the way, here is my scene file, including everything…
yeah, I was thinking about modeling too, but I don’t want to waste to much time… but I wondr on this little test, that there is no other way to mix two different materials… hmm… well, blend and mix is what I am used to work with…
the other thing is, I don’t want to model, so I can switch much easier between teh dots, because I need to create a dice without any dots, and one with 7 dots on it, and need to switch between in photoshop very easy… hmm… with the map it’s fast and easy painted…
I’d just model the thing and be done with it - no messing around with blends and mixes and such. Model it with 9 dots on each side and hide the ones you don’t need. Incidentally, you don’t have to remove the red dice material at each of the dots, just have each dot slightly above the surface and have the “depth” of the dot intersect the interior of the cube. Like this …
well, hank you for all your help, I really appreciate that - rgeat forum great people, I loev that.
@dlparisi:
well, good idea, I think I will follow your way first… hmm, which settings did you use for your dice mat ? looks great…
@DaForce:
Thank you so much, yes, if you want to share your dice, pleae upload for me, I will see what I can do with ith… by the way, I love your caustic and motion blur render…
nice dice there.
daforce: i was trying to be sneaky and see some more of your work so i went to: http://www.apex.net.au/~daforce/vray/ and saw your “there is nothing to see here…move along.” note.
made me laugh
I think you need to start out by cutting out the diamond shape from the cube since the diamonds are transparent. The trick of burying the dot only works if it’s solid. I power booleaned out the diamonds and moved them up from the surface by about a mm. Should be enought to get you going.