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View Full Version : Texturing a beer glas


TheRealRaziel
05-24-2004, 10:46 AM
i made a glass, slapped on a raytrace glas texture and tried to stick the heineken logo ontop of it, i put an opacity map into the corresponding slot so that it would have a transperant bg, but well.... the render shows something different, any idea's ?

using max 6 btw

EricChadwick
05-24-2004, 01:40 PM
You need a room for it to reflect and refract. Gray scene = gray glass = yuck, right?

Quick way... model/texture a simple wooden bar surface, then place a HDRI cubemap in the Env bkg.

Some free HDRI probes...
http://kelsolaar.3dvf.net/Ressources/MyArt/SharedRessources/HDRI/HDRI.htm

XooN
05-26-2004, 04:53 AM
cgarchitect.com has some really cool tutorials on materials/lighting

for making a beer glass you may want to check this tut out -->


faking translucency (http://cgarchitect.com/resources/tutorials/smoke3d/tutorial16.asp)



It shows you how to fake translucency with the help of falloff maps. Using this with EricChadwick's tips you can hopefully get a nice looking beer glass.

Ohh and the example pics shows Heineken beer as well :beer:

Freakychakra
05-26-2004, 08:04 AM
I think what you need to do, is to use either a blend or composite material, where you can effectively separate the logo texture from the glass texture or in the later case combine.

Using an alpha map in the transparency channel, as now, will only create transparent polys.

I hope this helps.
Good luck with the glass.

TheRealRaziel
05-28-2004, 05:41 PM
how should i go about setting up a composite material to achieve this effect ? or a proper blend

[edit] well i figured the composite thing out, help file was helpfull ;P, but the logo is kinda stretched over the whole :S

TheRealRaziel
05-28-2004, 07:08 PM
here's a render o_O

Freakychakra
05-29-2004, 09:31 AM
Hiya Mate

Looks like you figure it out :O)

I can see that the logo is a bit stretched, things that might help is to use a higher res. image.
Also just map part of the glass with the logo, ie. use 2 materials on the object.

Mat. 1 glass

Mat. 2 blend glass/logo

I am getting all thirsty from looking at that glass :D

TheRealRaziel
05-29-2004, 10:13 AM
so basically i just put the raytrace glas map on the glass, then i make either a blend or a composite map and stick it on with a uvwmap thingy-do and move it about.

Freakychakra
05-29-2004, 10:38 AM
here is a jpg to illustrate my description

http://www.max-art.net/webspace/glass.jpg

blue is the raytrace material
red is the logo/blend/composite material

TheRealRaziel
05-29-2004, 11:33 AM
lol 5 minutes before your post i figured it out liek that according to your directions, tried messign with shadows and i saw that it renders out the shadow of the logo as a black square

TheRealRaziel
05-29-2004, 11:41 AM
...

Freakychakra
05-29-2004, 03:05 PM
hmm yes I can see that black box shadow.
I wonder if you can put your light on composite shadows and use a shadow map and ray trace mix or is that a Brazil feature?

TheRealRaziel
05-29-2004, 05:38 PM
[EDIT]

i fixed it with a blend map, it was the masking in the standard material in the composite map that caused the black square

thanks for the help :p

Freakychakra
05-31-2004, 02:53 PM
ah hehe ok, yes cool that it worked.

Sorry I didn't get a chance to open the file, my mates little girl turned 1 year this weekend and we went to celebrate....

Good to see that you figured out what the prob was. :O)

TheRealRaziel
05-31-2004, 03:03 PM
congrats :)

and the mask under the blend material solved the problem, composite still saw it as a square o_O

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