Mk, I wasnt able to find a direct answer or question already in existance for what im asking.
Im working with architectural rendring, but people want various styles of interior design. One of these little querks is volume glass scupltures and the like.
I was able to find an example of what I wanted to do, except its in FinalRender instead of V-ray.
(7th picture down - the pink one) http://cgtalk.com/showthread.php?t=197258
Please ignore the NAME of the material he’s presenting, I just cant seem to get that specific effect with Vray at the moment. fading from a thick color to a thin clear color based on the thickness of the glass. It would be very nice to have for people who want custom bars or crazy colored light fixtures and other center pieces inside their homes or buisness places depending on what we get.
Pretty much Im trying v-ray out to see if we’re going to buy lisences for it for actual jobs.
Any hints? Possible Solutions?
So far all im able to do is just color up the glass a bit, but not with enough controll to make one section very clear wile the thicker end is almost solid color. It just goes black, with colored areas where its thinner.
I did post a link to the image that has the material Im trying to reproduce up top in my first post.
If you notice, it becomes very SOLID as it gets thick, you cant see through the fog at all, and it’s an actual color, instead of black. All that happens with the fog in v-ray is it seems to turn black… unless .13 fixes that somehow.
-almost- but, once again, you see all that black from the fog getting thick? That needs to be a SOLID color and not black, like, red. Still solid, so you cant see through it at all, just COLORED.
Im pretty sure vray isnt supporting this after messing with it for several hours =/
It can be done fairly easy …as rerender said you have to play with the Fog a lot to get the desired affect … and to get rid of the black parts you can turn down the max depth .. in this image the depth was 2.. so yes Vray can do it very easily …
Unfortunately what you have there is just colored and transparent, and not nearly 90% opaque like in the refrence wile still keeping the ability to drop off to clarity at a thin area.
I think maybe their fog may be able to work on more of a curve,er, exponentialy getting thicker, rather than at what seems to be to me a linear dropoff from the multiplier on Vray. If they added some kind of curve controll to the dropoff, that may actualy somewhat help. Then, again, theres that whole blackness issue of it, but the curve setting would be a nice start.
I see what you’re saying now. The way I see it is as if it’s a glossiness relative to the thickness also. I’ve tried everything I can think of and it’s not coming out quite the same. At first I thought it was just glossy refraction and looked somewhat clear where the object was thinner because it was refracting the black background. In reality, the example material is more like a multi layered glass or plastic that’s been stretched to somewhat separate the two components. Could this happen with one material?
Can anyone think of a way to set refractive glossiness so that it’s stronger due to the thickness of the object?
Glossy takes too much to render with all those samples, thats why I think adding some more components to the fog might do the trick, some kind of setting to keep it from dropping to black, and another setting to give it a new falloff based on a higher curve so it will seaperate faster.
I attempted to bypass it doing stupid things, like using another refracted vray map to try and mask off the area so it would apply a pink layer… that was just stupid of me. So yeah, Im thinking its in the fog. What I may try doing is getting the demo of FR out, and trying out that material to see what it’s properties are. For all we know its some kind of clever mix.