View Full Version : Lobber's MR Glass Shader
misterdi 10-14-2004, 12:01 PM Has anyone try this shader?. It seems nice rendering for the glass.
http://home.broadpark.no/~rslettli/mentalray.html
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ade90054
10-14-2004, 12:30 PM
Hey, they look nice, don't spose you know what the Maya equivilant of the Oren Nayer shader is???
elvis75k
10-14-2004, 04:30 PM
are u lucky with transparency?? becouse if i try tp tweak it all goes bad, photons errors happend and at last no transparency at all.. I just set up a realistic glass (not the lamina glass).. Let me know!!
Very cool shader, got some nice results comping it with a pass of the diffraction shader too. Thanks for the heads up!
Firas
10-15-2004, 12:52 AM
i would love to test the glass in my first comming glass project :)
misterdi
10-15-2004, 07:13 AM
are u lucky with transparency?? becouse if i try tp tweak it all goes bad, photons errors happend and at last no transparency at all.. I just set up a realistic glass (not the lamina glass).. Let me know!!
I've just trying to use this shader as a test. Transparency seems work OK, but in some part the refraction is a bit funny.
Daniel Whitton
10-15-2004, 07:43 AM
I just downloaded it and am testing it now. While I have arender going now I was reading the docs. Seems that prtial transparency is not suppoerted.
"Transparency"
Non-zero (non-black) = render diffuse channels.
Partial transparency not supported.
hmmm. How can that be?
elvis75k
10-15-2004, 09:35 AM
@midsterd: well, you are very lucky! 'cos here notthing happend when set transparency >0
Can you share your settings? I've tried the shader on an intel dual xeon and on
a single cpu pentim IV and all is great, exept the transp..
misterdi
10-15-2004, 10:45 AM
As what Daniel Whitton wrote, if you change the transparancy other than 0, it will not have transparency. In the docs it also mention about this.
If you familiar with the dielectric shader, it is sort of modified version of standard dielectric shader.
Connecting it to the photon material slot, will give caustic effect to it, unlike dielectric material shader, this shader has photon shader inside it, so you could use same shader for the material and photon material slot.
Still no idea how to control transparency though, maybe using a mix8 node, also I still got the refraction breaks at certain point. Not sure what causing it.
razorback
10-17-2004, 10:32 AM
Just downloaded and tested this shader. very nice indeed ! thanks for the heads up.
i dont understand the part about how theres a photon shader already inside. i cant seem for the life of me to get it to generate caustics... what ive done :
1. created the shader and applied it
2. plugged the shader into the photon shader node in the shading group
3. turned on caustics in MR gobals
4. made my spotlight emit caustics photons...
any ideas ? the XSI tutorial on the site makes it looks so easy .. :P
chocobo2k
10-17-2004, 10:58 AM
ade90054 the equivilant to Oren Nayer in Maya for MR there are 2 shaders:
1.Oren Nayer from Pixero
2.GG 1.06 Shaders from Pixero
I will try the glass shader and report the result I've got although I still can sense that it looks like a plastic shader rather than glass shader for the the way it refract light. I've tried Dielectric in MR and I've got good result beside that LUME tools include a glass shader with many many options with fresnel effect,trans. tint, trans shadow, trans blue and reflect blur but its problem is that it cannot detect the back faces which gives wrong object look.
chocobo2k
10-17-2004, 01:32 PM
I could not make the shader work, I just added .mi {DSO} as suggested but it seems something went wrong with the other shaders since I have lot of shaders installed and when I try to render then MR Abort the render with errors. I will strat to exclude shaders from my .rayrc and see where the conflict is.
RenderPimp
10-17-2004, 11:14 PM
I worked very closely with Lobber through email contacts for months working out all the bugs in the shader, and possible future ideas etc. you would'nt believe how complicated a physically accurate dielectric-like shader actually is! There are various bugs in the dielectric that have been addressed, such as the multithreading glitch that causes grain for hyperthreaded and multithreaded rendering. For those of you that don't understand how the shader works, I'll try and explain it for ya.
First of all, there is no transparency. If you read the docs on the dielectric, you'll realize the transparency and absorbtion is all controlled by the color. For example, a color of H:0 S:.5 V:1 (half white half red, err, you know, red with half the saturation) will mean that through one unit traversed through the material, the ray will produce that color. If you make it all blue, it will be all blue if it traverses one scene unit through the object. You get the idea.
The 'transparency' on the lobber glass is for surface labels. Attach a simple black and white image to it, or the alpha channel of a texture, whatever. This way you can do things like make an ABSOLUT bottle with the text on the shader itself without having to model the text as geometry or whatever other way you would do it. The backside color is what it says, the back color of the label, e.g. look at a 2 liter of soda, youll see the back color of the labels are white whereas the fronts have all the printing.
The 'quality' level is a bit hard to explain if you've never used a dielectric seriously before. What it does is after a certain number of reflections, it will start to cancel them out, because its creating both a reflection and a refraction ray at every bounce. And these kinds of shaders have INNER REFLECTIONS, so there's gonna be a shitload of bouncing, espeacially on complex objects. This is very important for speed increases, because imagine a scene at max sampling of 4 (256 ray a pixel) where each ray created two more rays every time it bounced. They add up quite fast in these kinds of shaders! Carefully adjust this setting, and the max raytrace depth in the render globals.
The attenuation is just a multiplier to the absorbtion color. If you want the shader to behave exactly the same as the dielectric, set it to 1. I personally keep it at 1 to begin with then adjust later if I need to.
If your using Maya, and you need to render in layers, or need a solid alpha channel on the shader, go to the Custom Entities section of the render globals and turn on 'pass surface color alpha channel'. If you want a white or black alpha channel, simply tick the Invert Alpha option on the shader accordingly. This was a personal request from me, because the dielectric shader does not have this option, and I needed to be able to render it in layers with a solid alpha without having to connect it to a surface shader.
For objects with two dielectric/lobber glass materials, such as kool-aid in a glass cup, you will need 3 shaders and 3 surfaces. You'll need a surface for the glass, a surface for the liquid, and a surface where the glass and liquid meet. This is where the 'Outside' section of the shader comes into play. The outside settings are the settings of the shader that the normals point into. So lets say you have a glass ball with a lob glass setting of 1.5 ior and white color, and it has liquid inside it. If the liquids normals are pointing into the glass, then you would set the liquid shaders Outside section to what the glass's shader settings are. I hope that makes sense. Here's a pic of how the normals and shaders of liquid in a glass cup is set up (of course i just seperated them so it was easier to see each surface): http://originfx.com/custom/lob.jpg
and that my friends is how we avoid having two surfaces share the same space in dielectric/lobber :cool:
hope that helps somewhat. Here's an image I threw together really quick with the shader:
http://originfx.com/custom/orangey.jpg
And don't forget to give the glass something to reflect and refract. Don't make some cheap lame assed scene with nothing for it to show it's power! :arteest: Oh, and use brighter than white values. You'll get much more awsome awsomeness when you use hdr images or higher than white values on a surface shader etc. I recomend about 12 in the V (twelve times white) to start if your using a surface shader on a big stretched cube. ;)
grafix
10-18-2004, 07:07 AM
Awsome, Renderpimp!!!
Great explanations. That clears up a lot!
Thanks to you guys for this great shader :applause:!
razorback
10-18-2004, 08:29 AM
RenderPimp : thanks for the great info. have tried it out. the shader is VERY versatile. have tried it on some real flow meshes as well, looking good. quiet fast as well.
got some fantastic results ! but i cant seem to get the render as clean as yours. your image here looks like a brilliant photo shoot, something my clients would go for ... how did you setup your scene ? what kinda lights ? maybe you could share your file ?
thanks in advance...
elvis75k
10-18-2004, 09:14 AM
...wow. God bless this shader!! Now i know what to do!!
RenderPimp
10-18-2004, 09:16 AM
got some fantastic results ! but i cant seem to get the render as clean as yours. your image here looks like a brilliant photo shoot, something my clients would go for ... how did you setup your scene ? what kinda lights ? maybe you could share your file ?
thanks in advance...
They are not lights, they are large elongated cubes on either side with a sufrace shader I believe I set to 12 times that of white. It is lit with final gathering with a pretty deep trace depth. You could use the dirtmap shader if you want as well instead of final gathering.
I dunno if sharing the file is a good idea..... but ah what the heck. It's a Maya 6 file. www.originfx.com/custom/strangemartini.mb (http://www.originfx.com/custom/strangemartini.mb)
If you want more examples of this technique check out my deviantART gallery http://divineerror.deviantart.com/gallery/?view=1&order=9&limit=24
razorback
10-18-2004, 10:12 AM
It is lit with final gathering with a pretty deep trace depth. You could use the dirtmap shader if you want as well instead of final gathering.
Thanks RenderPimp....Have downloaded your file and tested it out. I figured out why i wasnt getting the nice-ness that you were getting. it was the TRACE DEPTH. But at the moment i still dont understand why it needs such high settings. maybe coming from the old renderer skool i figured that counting the number of surfaces that a ray potentially passes and setting it at that would be enough. apperantly not... will look into it further...
ive cleaned up your file and messed with the settings abit, and it renders in 1/2 the time. im sure i can get it down further :P Got it out in 7mins 02secs. Attached is an image for comparrison, have to admit tho' it doesnt look as good as yours.
http://images.lukenn.multiply.com/image/1/photos/journal/600x600/2-1.jpg
*humps Renderpimp's leg*
------------------------------ E D I T -------------------------------
Ah feck, my dumb ass host compresses the jpgs even more......
------------------------------ E D I T -------------------------------
grafix
10-18-2004, 01:07 PM
Now, this is what I got, just taking RenderPimp's scene and rendereing it without any modification. What went wrong? Don't tell me I should redo the lights. There are no lights in this scene. http://cgtalk.com/images/smilies/cry.gif
It would be great to understand this behaviour because it's a real nuisance for many of us and so far nobody has come up with a solution that goes to the roots of the problem, except from cutting/pasting into a new scene, reconstructions of light etc.
chocobo2k
10-18-2004, 03:28 PM
grafix you look like you have the chance to test it since I did not have that chance, MR refuses to render and a RENDER ABORT message appear, i have disabled every shader i have for MR and even I moved the dll and .mi and put them out of mentalray directory except the 4 dll MR require to work and here is my rayrc filr:
#*****************************************************************************
# Copyright 1986-2003 by mental images GmbH & Co.KG, Fasanenstr. 81, D-10623
# Berlin, Germany. All rights reserved.
#*****************************************************************************
# Evaluated at startup time of the plug-in to fill the mental ray registry.
#*****************************************************************************/
registry "{MAYABASE}" value "F:/Program Files/Alias/Maya6.0/mentalray" end registry
registry "{SYSTEM}" value "windows" end registry
registry "{DSO}" value "dll" end registry
$lookup "{MAYABASE}"
$lookup "{SYSTEM}"
$lookup "{DSO}"
#############################################################
# List all Maya shaders here...
#############################################################
registry "{MRMAYA_START}"
link "{MAYABASE}/lib/base.{DSO}"
link "{MAYABASE}/lib/physics.{DSO}"
link "{MAYABASE}/lib/mayabase.{DSO}"
link "{MAYABASE}/lib/contour.{DSO}"
link "{MAYABASE}/lib/l_glass.{DSO}"
mi "{MAYABASE}/include/mayabase.mi"
mi "{MAYABASE}/include/base.mi"
mi "{MAYABASE}/include/physics.mi"
mi "{MAYABASE}/include/contour.mi"
mi "{MAYABASE}/include/l_glass.mi
echo "mental ray for Maya - startup done"
end registry
##############################################
# LOAD ALL THE STUFF IN THE RIGHT ORDER HERE
##############################################
$lookup "{MRMAYA_START}"
As long as L_glass is loaded MR will not render, I have Maya 6.01 on WindowsXP SP1. Hey guys can you see where my problem is hidden. please!
EDIT:
I found it after posting at the forums it seems I have missed " at the end of the mi decleration. :shrug:
I envy softimage users for having .SPDL support since none of this could happen to them in addition to the ease of adding shaders
grafix
10-18-2004, 03:39 PM
I see a missing " sign at the end of the line
mi "{MAYABASE}/include/l_glass.mi
or better: I don't see it :D
RenderPimp
10-19-2004, 12:29 AM
grafix, what version of the shader are you using? And what processors are you using? This used to be a problem on xeon based systems with BETA 6.
tell me about your setup
grafix
10-19-2004, 06:52 AM
RenderPimp,
I got this render with my Notebook. It's an Asus L3800 with a Pentium 4 Mobile 1.7 GHz, 512 MB RAM, running WinXP SP2. The shader version is BETA (11.10.04). Meanwhile I had also the opportunity to run the same render on a dual Xeon (2 x 1.7 GHz, Foster, 1 GB RIMM) and there everything runs fine.
So, do you think that it could really make a difference on which processor type mental ray is running? I know, there are some problems with dual setups, this however is obviously is not the case here. :shrug:
RenderPimp
10-19-2004, 06:57 AM
RenderPimp,
I got this render with my Notebook. It's an Asus L3800 with a Pentium 4 Mobile 1.7 GHz, 512 MB RAM, running WinXP SP2. The shader version is BETA (11.10.04). Meanwhile I had also the opportunity to run the same render on a dual Xeon (2 x 1.7 GHz, Foster, 1 GB RIMM) and there everything runs fine.
So, do you think that it could really make a difference on which processor type mental ray is running? I know, there are some problems with dual setups, this however is obviously is not the case here. :shrug:
interesting, i dont know if hes had the shader tested on pentium 4 M's yet. Although I doubt there is many serious mental ray users rendering with p4m's, im sure he will fix it eventually. I'll email him if hes not reading this ;)
misterdi
10-19-2004, 07:21 AM
RenderPimp, I have download your scene file, everything seems working fine.
I found out there are several extra attributes on the shape nodes, related to Mental Ray. Just curious, is it necessary to have those attributes or it is a carry over from older MR setup?.
RenderPimp
10-19-2004, 07:25 AM
RenderPimp, I have download your scene file, everything seems working fine.
I found out there are several extra attributes on the shape nodes, related to Mental Ray. Just curious, is it necessary to have those attributes or it is a carry over from older MR setup?.
no extra attributes are necssary, if there was anything extra just ignore them. I was probably just messing with some hidden options or something cant really remember.
chocobo2k
10-19-2004, 09:08 AM
RenderPimp I could not load you file properly everything loaded but when i render everything appear while as if no glass node there I went to check the nodes and frankly the nodes werent there here is the output when I open your scene:
file -f -options "v=0;p=17" -typ "mayaBinary" -o "C:/Documents and Settings/wisam/Desktop/strangemartini.mb";addRecentFile("C:/Documents and Settings/wisam/Desktop/strangemartini.mb", "mayaBinary");
requires "Mayatomr" "6.1.0.2m - 3.3.1 ";
requires "TurtleForMaya60" "1.0.1";
// Error: line 1: Plug-in, "TurtleForMaya60.mll", was not found on MAYA_PLUG_IN_PATH. //
// Warning: line 1: Unrecognized node type for node 'lob_glass1'; preserving node information during this session. //
// Warning: line 1: Unrecognized node type for node 'lob_glass2'; preserving node information during this session. //
// Warning: line 1: Unrecognized node type for node 'lob_glass3'; preserving node information during this session. //
// Warning: line 1: Unrecognized node type for node 'lob_glass4'; preserving node information during this session. //
// Warning: line 1: Unrecognized node type for node 'lob_glass5'; preserving node information during this session. //
// Warning: line 1: Unrecognized node type for node 'lob_glass6'; preserving node information during this session. //
// Warning: line 1: Unrecognized node type for node 'TurtleRenderOptions'; preserving node information during this session. //
// Warning: line 1: Unrecognized node type for node 'TurtleBakeOptions'; preserving node information during this session. //
// Warning: line 1: Unrecognized node type for node 'TurtleRenderGlobals'; preserving node information during this session. //
// Warning: line 1: Unrecognized node type for node 'l_glass1'; preserving node information during this session. //
// Warning: line 1: Unrecognized node type for node 'l_glass2'; preserving node information during this session. //
// Warning: line 1: Unrecognized node type for node 'l_glass3'; preserving node information during this session. //
// Warning: line 1: Unrecognized node type for node 'l_glass4'; preserving node information during this session. //
// Warning: line 1: Unrecognized node type for node 'l_glass5'; preserving node information during this session. //
// File read in 5 seconds.
// Error: No object matches name: shaveGlobals.useDRA //
This is my .rayrc decleration:#*****************************************************************************
# Copyright 1986-2003 by mental images GmbH & Co.KG, Fasanenstr. 81, D-10623
# Berlin, Germany. All rights reserved.
#*****************************************************************************
# Evaluated at startup time of the plug-in to fill the mental ray registry.
#*****************************************************************************/
registry "{MAYABASE}" value "F:/Program Files/Alias/Maya6.0/mentalray" end registry
registry "{AUX_LIBS}" value "F:/Program Files/Alias/Maya6.0/mentalray" end registry
registry "{PD_START}" value "F:/Program Files/Alias/Maya6.0/mentalray" end registry
registry "{SYSTEM}" value "windows" end registry
registry "{DSO}" value "dll" end registry
$lookup "{MAYABASE}"
$lookup "{SYSTEM}"
$lookup "{DSO}"
#############################################################
# List all auxiliary libraries here...
#############################################################
registry "{MRLIB_START}"
link "{AUX_LIBS}/lib/mrLibrary.{DSO}"
echo "mrLibrary startup"
end registry
#############################################################
# List all Maya shaders here...
#############################################################
registry "{MRMAYA_START}"
link "{MAYABASE}/lib/base.{DSO}"
link "{MAYABASE}/lib/physics.{DSO}"
link "{MAYABASE}/lib/mayabase.{DSO}"
link "{MAYABASE}/lib/contour.{DSO}"
mi "{MAYABASE}/include/mayabase.mi"
mi "{MAYABASE}/include/base.mi"
mi "{MAYABASE}/include/physics.mi"
mi "{MAYABASE}/include/contour.mi"
echo "mental ray for Maya - startup done"
end registry
#############################################################
# List all Public Domain shaders here...
#############################################################
registry "{PD_START}"
link "{MAYABASE}/lib/mray_shaders.{DSO}"
link "{MAYABASE}/lib/exr_shader.{DSO}"
link "{MAYABASE}/lib/lume.{DSO}"
link "{MAYABASE}/lib/shaveMRShader.{DSO}"
link "{MAYABASE}/lib/OrenNayar.{DSO}"
link "{MAYABASE}/lib/Diffusion.{DSO}"
link "{MAYABASE}/lib/Dirtmap.{DSO}"
link "{MAYABASE}/lib/mix20layer.{DSO}"
link "{MAYABASE}/lib/madVelvet.{DSO}"
link "{MAYABASE}/lib/subsurface.{DSO}"
link "{MAYABASE}/lib/bumpCombiner.{DSO}"
# link "{MAYABASE}/lib/waterShader.{DSO}"
link "{MAYABASE}/lib/MR_colorUtils.{DSO}"
link "{MAYABASE}/lib/MR_pfxBrush.{DSO}"
link "{MAYABASE}/lib/MR_hairSystem.{DSO}"
link "{MAYABASE}/lib/Whirly.{DSO}"
link "{MAYABASE}/lib/l_glass.{DSO}"
# (And all your other shader here)
mi "{MAYABASE}/include/mray_shaders.mi"
mi "{MAYABASE}/include/exr_shader.mi"
mi "{MAYABASE}/include/lume.mi"
mi "{MAYABASE}/include/shaveMRShader.mi"
mi "{MAYABASE}/include/OrenNayar.mi"
mi "{MAYABASE}/include/Diffusion.mi"
mi "{MAYABASE}/include/Dirtmap.mi"
mi "{MAYABASE}/include/mix20layer.mi"
mi "{MAYABASE}/include/madVelvet.mi"
mi "{MAYABASE}/include/subsurface.mi"
mi "{MAYABASE}/include/JS_fisheye.mi"
mi "{MAYABASE}/include/bumpCombiner.mi"
# mi "{MAYABASE}/include/waterShader.mi"
mi "{MAYABASE}/include/MR_colorUtils.mi"
mi "{MAYABASE}/include/MR_pfxBrush.mi"
mi "{MAYABASE}/include/MR_hairSystem.mi"
mi "{MAYABASE}/include/Whirly.mi"
mi "{MAYABASE}/include/l_glass.mi"
# (And all your other shader here)
end registry
##############################################
# LOAD ALL THE STUFF IN THE RIGHT ORDER HERE
##############################################
$lookup "{MRLIB_START}"
$lookup "{MRMAYA_START}"
$lookup "{PD_START}"
But The point here is I can still use L_glass in Maya within this decleration and I have rendered a glass with it ( see attachment ) but Why I cannot upload your maya file. I want to render it but dont how http://cgtalk.com/images/smilies/shrug.gif
btw I am using Maya 6.01
RenderPimp
10-19-2004, 10:12 AM
that dumb turtle renderer beta is probably causing some problems. i should have uninstalled it ages ago :rolleyes:
By the way, thats the biggest rayrc ive ever seen
I'll make a better scene tomarrow after i run a few tests and stuff, i really gotta get to bed
First I have to say thank you for this great shader.
I have a ploblem that I've been get rid of.
The ploblem is whenever I render using this glass shader with finialgather,it's always end up with bloody result.(this is horrible):sad:
http://u-asutarisuku3.pino.cc/tmpfile/glass1.jpg
If I change glass shaer to ordinary dieleitric material shader,it won't happen.
http://u-asutarisuku3.pino.cc/tmpfile/glass2.jpg
RenderPimp uploaded scene file(thank you for this very much),and this is a good chance to try others setting that working well,so I tried using this but result is the same one that I used to get.
(I even got more horrible result....black artifacts that the same one grafix got,plus bloody result)
there is no warning and error discription in script edior nor output window.
I downloaded this shader from the link that is in the very first post in this thread.
I'm using beta-7 and readme.txt says that "Fingers crossed for you dual Xeon-users, it is a real nightmare hunting bugs for spesific hardware you don't even have access to.",so this might be FG related problem though.
I'm using Xeon dual processor 2.4Ghz with win2000 RAM1024.
I'm going to use dirtmap instead of FG,but I hope if there is any better suggestions for this.
Thanks a lot.:)
RenderPimp
10-20-2004, 02:50 AM
its a bug we are currently working on
this bug seems to come up in the wierdest times and places! we thought we finally had it gone then it just manages to creep out again!
itll be worked out eventually. it is a fg related problem, if you turn it off youll see it goes away.... at least it should
razorback
10-20-2004, 03:42 AM
Renderpimp dont know if this helps, but i get the red spots too sometimes, and im on an AMD64. But it only happened when u pushed the rays REALLY high... FG 800,400,400 and raytrace 400,400,800.
Would that happen when you machine reaches its max memory, and return a default red in addition to what its already calculated ? coz its usually black dots when you dont have enough rays, im thinking that it may be red dots when u dont have enough memory .. :P just a guess..
RenderPimp
10-20-2004, 03:45 AM
Renderpimp dont know if this helps, but i get the red spots too sometimes, and im on an AMD64. But it only happened when u pushed the rays REALLY high... FG 800,400,400 and raytrace 400,400,800.
Would that happen when you machine reaches its max memory, and return a default red in addition to what its already calculated ? coz its usually black dots when you dont have enough rays, im thinking that it may be red dots when u dont have enough memory .. :P just a guess..
ill relay this to lobber, see what he thinks
itll be worked out eventually. it is a fg related problem, if you turn it off youll see it goes away.... at least it should It’s completely right.It disappears when I turn fg off.
I'm going to do things without fg,and if I had a chance,I'll make a test with another pc.
This bug seems to be persistent bug for you.
Anyway, I really appreciate for your great effort for this shader and reply. :thumbsup:
RenderPimp
10-20-2004, 05:28 AM
This bug seems to be persistent bug for you.
Anyway, I really appreciate for your great effort for this shader and reply. :thumbsup:
no problem mate, i want the shader fixed as much as anyone... if not more than anyone on earth... except lobber of course
check my signature to see why, heh
check my signature to see why, hehNow I know:)
Gorgeous and marvelous staff :eek:
RenderPimp
10-21-2004, 03:19 AM
everyone who experienced spots, download the new version of teh shader at lobbers site http://home.broadpark.no/~rslettli/l_glass-1.0.zip
i believe i figured out teh spot issue was related to final gathering and the environment somehow... but it seems to be fixed for me with this new version. so please test it out and tell me if you get spots
annaleah
10-21-2004, 03:37 AM
everyone who experienced spots, download the new version of teh shader at lobbers site http://home.broadpark.no/~rslettli/l_glass-1.0.zip
i believe i figured out teh spot issue was related to final gathering and the environment somehow... but it seems to be fixed for me with this new version. so please test it out and tell me if you get spots
Thank you (I was about to post about this iussue.
Thanks again.
grafix
10-21-2004, 09:53 AM
Hey, great job folks, the spots are gonehttp://cgtalk.com/images/smilies/bouncy.gif - even on my pentium 4M notebook http://cgtalk.com/images/smilies/blush.gif.
Wonderful shader, thanks again!
Atwooki
10-21-2004, 01:13 PM
Very nice shader - thanks RenderPimp and Lobber.. ;)
A.
Thank you so so so much RenderPimp and Lobber:thumbsup:
I tested some ,and now it seems everything is going so fine for me.
(for dual xeon processor)
bloody stuff and black spots are gone now.
I'm goiong to play around with this shader from now.:)
Again, thank you very much for your great effort.
Ahh sweet, was getting the red dots too, no FG though. Shouldn't it be version 1.x now since its been updated? Thanks again this shader gives excellent results quickly.
Jozvex
10-22-2004, 08:06 AM
everyone who experienced spots, download the new version of teh shader at lobbers site http://home.broadpark.no/~rslettli/l_glass-1.0.zip
i believe i figured out teh spot issue was related to final gathering and the environment somehow... but it seems to be fixed for me with this new version. so please test it out and tell me if you get spots
I was getting black spots with FG too, but now they're gone with the latest version. Fantastic shader and your gallery is great!
AndreasMartin
10-22-2004, 06:10 PM
fantastic shader. the results are looking excellent.
also the installation instructions cover the basic steps to get it run and with the example scene and the explanation in this thread it's very easy to run great glass experiments.
keep it up and thanks for the development!
annaleah
10-23-2004, 11:46 AM
Yes,I like the new version a lot better.
Many thanks again to the author(s).:bounce:
Jackdeth
10-23-2004, 05:02 PM
Linux?????
looks good, how long do these take to render?
also, the OrenNayer link isn't working. anyone has the shader or knows anywhere else to get it from?
chocobo2k
10-24-2004, 09:16 AM
oren nayar from PIXERO web site:
www.sandstrom.on.to ( try also GG pack )
thanks for the link!
but i don't see the Oren Nayer shader. should'nt it be in the mentalray shaders section?
Pixero
10-25-2004, 07:47 PM
I havent written any Oren Nayar shader.
There is one here: http://www.highend3d.com/files/dl.3d?group=mayashaders&file_loc=OrenNayar-v2.0-.zip&file_id=3060
romeu
10-26-2004, 05:44 PM
first of all, thanks for sharing this realy nice shader.
i´ve been trying it but i can´t seem to get caustics with it... do i have to plug some photon shader to it? i´m just using GI, no FG.
this is what i´ve been getting. the cup is l_glass shader (in reality 3 :1 for the glass and 2 for the liquid) and the sphere is a dielectric shader with a dielectric photon shader plug into it.
http://romeu5000.com.sapo.pt/test.jpg
Gremlin
10-26-2004, 10:24 PM
whoa, looks pretty nice...
can't wait to test it out for what I need some glass in a scene, and ya never know--I might need some for my challenge entry :twisted:
RenderPimp
10-26-2004, 10:52 PM
first of all, thanks for sharing this realy nice shader.
i´ve been trying it but i can´t seem to get caustics with it... do i have to plug some photon shader to it? i´m just using GI, no FG.
just attach the same shader to the photon shader slot and the material slot. there is no extra photon shader, the same shader acts as both the material and photon shader, which is good cause you dont need to edit two seperately, makes things a little more convenient
romeu
10-27-2004, 09:13 AM
Originally Posted by RenderPimp
...which is good cause you dont need to edit two seperately, makes things a little more convenient.
thanks:thumbsup:,
i realy didin´t think it was that easy... i´m geting used with mentalRay to always find out that i´m missing some node pluged somewhere...:D
chocobo2k
10-27-2004, 10:45 AM
sonn you can downoad the GG pack for MR Classes and it include gg_oren-nayar thats what I meant and the highend3d one is also so good.
Atwooki
10-30-2004, 02:46 PM
Lobber's updated his glass shader to v. 1.1:
http://home.broadpark.no/~rslettli/lob_glass.html
Atwooki
erlend
11-07-2004, 06:53 PM
Just thought I should mention that this shader has been updated to v. 1.2: http://home.broadpark.no/~rslettli/lob_glass.html (http://home.broadpark.no/%7Erslettli/lob_glass.html)
Osaires
11-07-2004, 11:49 PM
i still get the black spots that grafix got, i get them both on a intel and amd cpu.
i'v used it for a wille without any problem, but when the sceen gets a bit complex the problem coms and goes it seams.
anyone else stil got the problem?
mthemelis
11-17-2004, 10:48 AM
hi,
1)i got a call to unexpected ray message in my output window during photon shooting and my glass surface renders full green. i used another copy of the same shader elsewhere in the same scene and it renders ok. why is that?
2) how can i get attractive specular highlights like those in the pictures you have posted?
have you used reflection maps?maybe hdri?
thanks in advance,
mike
razorback
11-18-2004, 10:31 AM
I'm working on a pepsi commercial and have been using l_glass, and have to say that its great. the clients are quite happy with the results. Just thought i'd share the experience with you guys ...
The shader is VERY accurate. i've actually tried putting up glass in a similar environment and its close ! The issue with l_glass is still speed. it can get pretty slow if you need photorealism, but you'd be suprised what it was that was slowing it all down. it wasnt the FG, or the trace depths, or even the surface detail. it was the anti-aliasing!
just a few optimizations / tips :
1. if you use NURBS surfaces, make sure you use surface approximation, it makes a WORLD of difference if you know what you're doing...
2. another speed tip, if it applies to you, is to turn off FG for your background objects, and if you want, do like what i did, and use dirtmap for the bounced light. this keeps your trace depths to a minimum, coz your ray doesnt get bounced back into the l_glass object.
3. IBL and specular-only lights are your friends...
my questions :
1. the current version that im using is 1.3, but i was only testing till 1.1... so im not too clear about the new tabs and controls... anyone care to enlighten me ?
2. im also not too sure about the way the diffuse / transparency work. i tried plugging in a targa image into it, but it either messed up my mapping or refused to show the alpha...
3. im still getting flickering in my image even with my setting set rediculously high... FG 4096, FGmin 0.01, FGmax 0.15, AA 1,3. is there a way to soften the samples ? its great when its super accurate and all, but it needs to be artist/renderer friendly too IMHO.
hope somes got an idea of what im talking about...
regards ...
elvis75k
11-18-2004, 12:07 PM
I did a small test.. here's is the link
http://www.elvis64k.com/video/murano_sm.mov
-e
mr_projects
11-18-2004, 12:20 PM
very well done .. just one thing , whats with the flickering on the shadow ?
elvis75k
11-18-2004, 12:30 PM
very well done .. just one thing , whats with the flickering on the shadow ?i'm low with fg (about200 and the min and max alias is -2/1) :shrug:
protproto
11-18-2004, 10:34 PM
It looks so nice this glass shader! :cool:
I am so sorry, I am on Mac! I will not be able in the next years to change codes of shaders, just hoping so much every time, there is a nice person to change the sources of these wonderful shaders for Mac! :hmm:
maia
misha_mk
11-26-2004, 03:51 PM
is there a linux version?
misha
nojjy
12-18-2004, 11:42 PM
A linux version would indeed be spectacular... pretty please?
ajsfuxor
05-04-2005, 11:33 PM
Yes this shader rocks. If you want to do glass, and have the render harware to crank up the settings, you get some REALLY nice results!
JasonA
05-12-2005, 09:36 PM
does the glass shader not cast semi-transparent shadows? I'm trying the shader out without FG, and it works pretty good but I can't seem to get the right type of semi-transparent shadows. I'm using plenty of rays for the scene and shadowing but still solid black shadows. ?
ajsfuxor
05-12-2005, 11:55 PM
I couldnt get the transparent shadows to work.
ranbby
05-16-2005, 10:51 AM
serious problem man, I just got your file and tried to render it without any modification, but Maya won't render it at all, it gives me a black screen. why???
I 'm using Maya 6 + mentalray.
here is the log please help
// Info: (Mayatomr.Nodes) : derive mental ray global displacement settings from Maya
// Info: (Mayatomr.Scene) : update lights and related shaders
// Info: (Mayatomr.Scene) : update cameras and related shaders
// Info: (Mayatomr.Scene) : saving image to file D:/Documents and Settings/Zhang Ning Xiang/My Documents/maya/TennisBall/strangemartini_tmp.iff
// Info: (Mayatomr.Scene) : update geometry and materials
// Info: (Mayatomr.Custom) : dgs_material1: unconnected light array parameter found "lights", perform light linking
// Prog: (Mayatomr.Scene) : DAG node: pPlane1
// Prog: (Mayatomr.Scene) : DAG node: revolvedSurface1
// Info: (Mayatomr.Custom) : l_glass3: unconnected light array parameter found "lights", perform light linking
// Prog: (Mayatomr.Scene) : DAG node: revolvedSurface2
// Info: (Mayatomr.Custom) : l_glass2: unconnected light array parameter found "lights", perform light linking
// Prog: (Mayatomr.Scene) : DAG node: revolvedSurface3
// Prog: (Mayatomr.Scene) : DAG node: pCube1
// Prog: (Mayatomr.Scene) : DAG node: pCube2
// Info: (Mayatomr.Custom) : l_glass1: unconnected light array parameter found "lights", perform light linking
// Prog: (Mayatomr.Scene) : DAG node: revolvedSurface4
// Info: (Mayatomr.Custom) : l_glass5: unconnected light array parameter found "lights", perform light linking
// Prog: (Mayatomr.Scene) : DAG node: revolvedSurface5
// Info: (Mayatomr.Custom) : l_glass4: unconnected light array parameter found "lights", perform light linking
// Prog: (Mayatomr.Scene) : DAG node: revolvedSurface6
// Error: (Mayatomr) : mental ray has stopped with errors, see the log //
// Info (Mayatomr): Aborted //
ajsfuxor
05-16-2005, 11:27 PM
do you have any lights in your scene? I know if you dont have any lights or an IBL dome i got similar errors
visjes
05-17-2005, 10:28 AM
I'd like to 3rd 4th and 5th a request for linux version. :)
I can compile it for you if you'd like. That is no problem if you don't have access to a linux station or something. Just send me a PM.
Mike
ranbby
05-17-2005, 12:09 PM
do you have any lights in your scene? I know if you dont have any lights or an IBL dome i got similar errors
oh, I didn't do any manipulation. The author who did this, has told us just to open the file and render it. I think I've got a newer version of Iglass, that could be doing wrong in the rendering. What do you think? It's probably not compatible with the current Iglass, because this thread was done earlier. but I'll try what you suggested. thanks
ranbby
05-17-2005, 03:34 PM
Ok, I've solved the problem for rendering, it was a wrong installation.
anyway, I just rendered this pic as it is. but it came out like this, it's not the same like Renderpimp provided , why ??? plz help
masater
05-17-2005, 04:46 PM
ranbby: if you're using l_glass v2 try to reduce fresnell refl. boost for those materials, where you are getting this white color, and check if in and out color values are set properly, i've the same problem a minut ago, and I've solved it :)
ranbby
05-17-2005, 05:28 PM
oh,yeah,thx man, I do use Iglass v2betaversion, this causes that problem, i'm trying to solve it as you told me, thx.
but there are so many created iglass custom shaders in the hypershade, how do you find out which two are responsible for the two glasses?? Maybe the ones with blue and orange colors set up. anyway, thanks for helping
cgtriguy
06-09-2005, 04:57 PM
Is there any kind soul out there who can compile this for OS X?? It looks amazing.
tom_c
06-09-2005, 06:36 PM
just waiting for source code...
:-)
Tom
Feoen
06-09-2005, 10:25 PM
Hello everyone.
I downloaded this and installed it... I'm a complete newbie at Maya so please help!
I created a nurbs sphere and I attached the shader to the sphere and the sphere turns green for whatever reason in the preview. When I render it there is nothing but a black screen.
Why?
Please help. Thank you.
~Feoen
Atwooki
06-09-2005, 10:27 PM
Do a search, buddy!
You need 'Mental Ray' as your renderer for this shader, and perhaps a light or two also ;)
It turns green by default with MR for Maya in the viewport....
Feoen
06-09-2005, 10:37 PM
Do a search, buddy!
You need 'Mental Ray' as your renderer for this shader, and perhaps a light or two also ;)
It turns green by default with MR for Maya in the viewport....
I had already added lights to the scene and rendered it with Mental Ray to no avail.
Sorry, I'm a newbie on the site as well. I need to get into the habit of searching. :p
Atwooki
06-09-2005, 10:59 PM
OK,sorry if I was a bit hasty ;)
Make sure the shader is plugged into your 'Shading Groups' Mental Ray 'Material' slot first;
Read through this thread carefully, and also look at these tutorials:
http://home.broadpark.no/~rslettli/l_glass2_beta.html
http://home.broadpark.no/~rslettli/lob_glass_tutorial.html
cheers Chris
Feoen
06-09-2005, 11:02 PM
OK,sorry if I was a bit hasty ;)
Make sure the shader is plugged into your 'Shading Groups' Mental Ray 'Material' slot first;
Read through this thread carefully, and also look at this tutorial:
http://home.broadpark.no/~rslettli/lob_glass_tutorial.html
cheers Chris
Thanks, but I did a search and figured out what it was.
Since I have absolutely no idea how to do lighting (except Create>Make Lights) I just added an ambient thing and a plane behind the object. The object was completely black. So I did a search and found out I needed to change Raytracing to 200 in Render Globals. I wasn't sure what I was doing since there were many things in Raytracing that I could change, so I changed them all to 200 and it worked!
Could you explain, then, what allowed it to work in Raytracing?
Thanks for putting up with me! ^_^
Atwooki
06-10-2005, 02:16 AM
I'd look at the first page - post #13
Here Renderpimp gives a pretty good basic description of its usage.... and further, I don't think you really need to pump up all the values in ray-tracing to 200!
If you're not aimng to have you're object reflect in (or be visible through) another object, then less rays penetrating the surfaces should be sufficient(although having said that this shader seems to 'need' more rays than say a dialectric shader)
- try using an hdr lighting setup (to help generate a reflected environment), and make sure you've also downloaded the recent version of the shader (2.0)
Good Luck :)
Chris
yoshi95
07-12-2005, 07:18 PM
The sample scene posted by renderpimp rendered perfectly with nice looking glass reflection and refractions....
but when try to render my own scene, it looks like the following pic:
http://yoshi95.no-ip.org/yoshi/cup4_tmp.jpg
while the ball looks good, the beaker looks wrong. It looks metallic. THe beaker is created with some cureve revolved around the y axis, then i applied a l_glass material with default settings, rendered with FG and in render globals, i set raytrace to 6 for reflection and refractions,
applying the same l_glass material to the photo_shader attribute produces the same result.
Any suggestions?
Thanks in advance
yoshi95
07-13-2005, 12:28 AM
so you need 3 different l_glass shaders for the 3 different interfaces that exist in the water glass model....how do you incoporate realflow's mesh into the 3 interface setup?
for example, say wine pouring inside a wine glass, how would the water/air interface be determined? same for the water glass interface since they change with time?
thanks in advance
anopheles
07-29-2005, 07:44 PM
Yeah, right what about normal "letters" where only one surface is required or like
a real flow mesh with only one surface to put the shader on, what settings are managable?
anopheles
zoephoenix
08-04-2005, 09:27 PM
I FINALLY figured out what the problem was... making this post unnecessary... sorry for taking up space! *hides*
JasonA
09-01-2005, 12:16 AM
has anyone had troubles with this shader in maya 7?
edit* nevermind, I just had to reapply the new version of the material.
wizlon
09-01-2005, 12:33 PM
Any progress on a OSX complie?
tom_c how much work is involved?
e'lan
09-03-2005, 10:42 AM
Hi guys,
i did this with I_Glass shader, how is it? hope u guys like it. i would like somebody to critic it also...thanks lobber.
p.s : if the shader has an attribute to control the transparency it would be too good.
rende
09-03-2005, 09:45 PM
awesome shader, finally cracked it i think.
thanks for the demo scene :)
sander0105
09-04-2005, 07:47 PM
how is this shader for "architectural glass' like windows etc. ?
rende
09-04-2005, 09:32 PM
my guess is that it will be as good as it gets render quality wise, haven't compared render times with the alternatives yet though. so it depends on if your doing stills or animation imo..
its easy enough to use, so why not test it out?
samel
09-10-2005, 05:54 PM
im using the shader v1.2 since the 2.0 said beta and i didnt want to take any chances..
anyway, im using it with maya7 on a P4 3.4GHz ,2Gb RAM ,WinXP SP2...
and im having some issues.. very often, it wont render my scene, sais mental ray started with errors and does an abort.. that, i found could be remedied by just brutely hitting the renderbutton until it starts after some 4-5 tries.. weird.. anyway, the real issue im having is that it wont batch render from within maya at all.. it says, starting batch render and waits a second or two, then sais batch finished.. hmm..i havent been able to try to command line batch it yet because someone actually has managed to mess up my commandprompt at my office..(didnt think that was possible..) so i'll get back when that is fixed and tested..
also, what differs the I_Glass 1.2 from the 2.0Beta ..is the beta unstable..?
best //samel
samel
09-12-2005, 08:51 AM
ok.. about the batch render error, my maya.rayrc contained an error.. sorry about that..
the command prompt had a trojan on it.. xoftSpy fixed that for me..highly recommend it..
//s
kjaft
09-13-2005, 09:50 AM
Hi guys,
i did this with I_Glass shader, how is it? hope u guys like it. i would like somebody to critic it also...thanks lobber.
hey, that looks awsome - almost photorealistic. I really like those irregularities. What did you use for the refelctions?
tom_c
09-13-2005, 06:24 PM
Any progress on a OSX complie?
tom_c how much work is involved?
with source code - not much.
without - humm....... quite a lot
;-)
wizlon
09-13-2005, 10:29 PM
I've sent an email to lobber and await his reply.
Hopefully we can have an OSX compile in the near future.
thecage
09-13-2005, 11:13 PM
Is it possible to add this glass shader to particles? I am working on a project and I need to add a glass texture to particles any ideas?
azshall
09-14-2005, 03:39 AM
Is it possible to add this glass shader to particles? I am working on a project and I need to add a glass texture to particles any ideas?
did you perhaps try maya's magnificently crappy blobbies?
maxwater
09-14-2005, 10:05 AM
Hi,
Anyone already tried l_glass 2.0beta with maya7 ? is it working well ?
i got some "rendering black" issues. i set rays up to 200.
greets,
maxwater
keen-One
09-14-2005, 12:10 PM
Hi all there,
i have puplished some Video Tutorials by www.Deathfall.com (http://www.Deathfall.com) about l_glass. It could help some problems.
dagon1978
09-14-2005, 02:07 PM
Hi,
Anyone already tried l_glass 2.0beta with maya7 ? is it working well ?
i got some "rendering black" issues. i set rays up to 200.
greets,
maxwater
i'm using maya 7 & l_glass 2.0beta without problems ;)
maxwater
09-14-2005, 02:22 PM
hehe... that doesnt help me... hoped an answer like.. "nope its not implemented yet" :P
what could be a reason ? that it renders black (what i read in a few threads that it mostly
is because of not enough rays) ?
i included mi and dll(DSO) in my maya.rayc file.
- set all rays up to 200
- tried with FG and without.
- also put L-glass to photon-shader
is still just black. what else could be a reason ?
greets, maxwater
ChronicAcuity
09-14-2005, 03:00 PM
is still just black. what else could be a reason ?
Perhaps post a link to your scene?
Xavier
gaiXyn
09-14-2005, 04:54 PM
hey guys, I have a question, like most of you, I love the l_glass shader, my only problem is I can't figure out how to get a bump map on to it, I haven't read all the post, so maybe this question was already answered, but if not, can anyone help me out>?
thx !!!
Ozren
09-14-2005, 04:56 PM
maxwater : Invert normals on your object.
I have another problem, l_glass is reflecting enviorment in a very strange way, lets say its inverted. Anyone know why?
maxwater : Invert normals on your object.
I have another problem, l_glass is reflecting enviorment in a very strange way, lets say its inverted. Anyone know why?
this is refraction here... not reflection.... so it seems good to me.
vinc
maxwater
09-15-2005, 05:54 PM
hi..
lets say i take a simple object like the maya sphere and apply a l-glass shader to it:
which direction should the normals go ? inwards ? if they are going outwards it just renders black... if i revert them (so they are showing inwards) it renders .... but i thought it was the different way.. that thay should point outwards...
whats the right normal direction ? in or out (for a simple maya sphere) ?
greets,
maxwater
ardittis
10-31-2005, 08:00 PM
I am using the amazing L_glass shader, but I have a problem I cant get any alpha channels, I tried forcing the alpha on the custom tab in mentar ray render globals, but still no result. Is anyone having this problem?
ardittis
10-31-2005, 08:04 PM
Does anyone have a problem rendering an alpha channel with the L_glass shader? I acnt get an alpha channel even if I force it using the mental ray custom alpha pass.
mikebain
01-04-2006, 05:14 AM
hey guys, I have a question, like most of you, I love the l_glass shader, my only problem is I can't figure out how to get a bump map on to it, I haven't read all the post, so maybe this question was already answered, but if not, can anyone help me out>?
thx !!!
Hi,
To get bump with I-glass you need to mix it in with another material node to pass the bump. ie attach a mentalray bump network to another mentalray shader such as mib_illum_lambert which can handle bump. Plug this shader into the '0' slot of a mib_color_mix node and combine it with your I-glass shader, which plugs into slot'1'. You can ''weight out'' the lambert in the color_mix_node and to get only the I-glass with the bump passed through.
You can get some great results although your rendertimes will increase significantly!
Let me know if you need a screen grab!
orko60
01-16-2006, 12:55 AM
The link is dead to download this shader. Any idea where I can get it these days? I've searched everywhere!
Thanks!
-Zack
gaiXyn
01-16-2006, 02:22 AM
yeah, I'm looking for it as well, but now I want the XSI version, anyone know where I could get this? thx!@
AndreasMartin
01-17-2006, 07:57 PM
download from highend3D (http://www.highend3d.com/maya/downloads/plugins/rendering/misc/3192.html)
For Mental Ray (Maya and XSI).
machuca
02-11-2006, 05:28 PM
nice shader! getting some nice results, but i still didnt compare speed/quality l_glass x dieletic shader. anyone?
gaiXyn
02-11-2006, 05:32 PM
IMO the l_glass shader is alot easier to set up, you don't have to worry about needing any lights at all, and it still produces very good cautics. The interface is very simple yet powerful, you don't have to worry about a bunch of controls, b/c most of the settings are already buildt in and set up for you.
machuca
02-11-2006, 05:43 PM
yeah, im getting some nice results really fast! pretty simpel to use. BUT a reaaaally important thing is reading renderpimp's post at page 1 of the thread. he explains important stuff and really easy to understand.
MrPositive
02-14-2006, 02:19 AM
There are so many glass shaders.....so it this one better than both l_glass and dielectric or just different......and how different? Thanks
pleasedeletethisaccount
02-15-2006, 07:21 AM
Hey there, has there been any progress on an OSX version of the I_Glass plugin? I can get close results with the dielectric shader, but not close enough...
:cry:
cheers!
Dustin
machuca
02-15-2006, 11:47 AM
There are so many glass shaders.....so it this one better than both l_glass and dielectric or just different......and how different? Thanks
hey mr positive, this one is l_glass :cool:
tom_c
02-15-2006, 08:04 PM
Hey there, has there been any progress on an OSX version of the I_Glass plugin? I can get close results with the dielectric shader, but not close enough...
:cry:
cheers!
Dustin
Still waitin' for the source...
:)
tom
katisss
02-17-2006, 08:52 PM
wish i could find these tutorials.
Somebody saved them and could post them here, please?
cgtriguy
02-17-2006, 09:33 PM
Hey there, has there been any progress on an OSX version of the I_Glass plugin? I can get close results with the dielectric shader, but not close enough...
:cry:
cheers!
Dustin
I second the OS X efforts. I would love to use this with my mac!
JulianS
02-18-2006, 05:20 PM
Is there a way for anyone who has download the shader_v2 from before the link went down to please let me have it.
there is one at highend3d but is the v1 :D . and V2 has some really cool features.
Hello Anyone????..................
Anyone????..................
Anyone????..................
Please.
dagon1978
02-18-2006, 06:53 PM
Is there a way for anyone who has download the shader_v2 from before the link went down to please let me have it.
there is one at highend3d but is the v1 :D . and V2 has some really cool features.
Hello Anyone????..................
Anyone????..................
Anyone????..................
Please.
:thumbsup:
http://yashu.go.ro/
ciau :scream:
mat
JulianS
02-18-2006, 07:00 PM
WOW Thank you so much dagon1978. :thumbsup:
Is that your site?. IT ROCKS. :applause:
wizlon
02-19-2006, 09:00 PM
OSX version would be cool! feeling leftout and unloved.
Cheers.
Lee.
dagon1978
02-20-2006, 04:49 PM
WOW Thank you so much dagon1978. :thumbsup:
Is that your site?. IT ROCKS. :applause:
nope, is the yashu website ;)
thanx yashu! :applause:
maxwater
02-21-2006, 10:48 AM
Hi everyone.
i did my first glass/liquid tests now. (i know no good lighting / reflecting objects etc)
http://mitglied.lycos.de/xpsoldiers/bilder/glas_noist.jpg
any idea how i can avoid that noise on the top ?
thx in advance,
maxwater
JulianS
02-23-2006, 04:08 AM
:banghead: Does anyone have any idea why this is not working.
I am getting a black area inside for some reason.
Thanxxx ya ol for the help
http://www.creating3d.com/Help/glass.jpg
http://www.creating3d.com/Help/glassMaya.jpg
maxwater
02-23-2006, 02:11 PM
hi,
did you set your raytracing rays very high ( like everything to 200 ),
this helps sometimes.
maybe your geometry is not right, cant see it on your pics here.
When i checked the renderpimps "strange martini" files. There was
no glass thickness (only the outer hull) where the liquid-"cone" is.
hope this pic will show what i mean:
http://mitglied.lycos.de/xpsoldiers/bilder/liq_glass.jpg (http://mitglied.lycos.de/xpsoldiers/bilder/liq_glass.jpg)
greets,
maxwater
i need the link for download it... the link above is offline..
maybe someone can send me?
doug3d@gmail.com
JulianS
02-24-2006, 12:25 AM
Maxwater
"did you set your raytracing rays very high ( like everything to 200 ),
this helps sometimes."
Are you taking about the raytacing settings on the render globals. Rayflections ,reafractions and Max Trace Depth.
NordicPolygons
03-19-2006, 12:24 PM
Could someone please upload the glass shader again. Links are dead.
dagon1978
03-19-2006, 03:47 PM
:thumbsup:
http://yashu.go.ro/
ciau :scream:
mat
:thumbsup:
aadams
04-12-2006, 04:35 AM
i get an error message @ yashu website...can somebody please post this shader!
i get an error message @ yashu website...can somebody please post this shader!
did you install flash player 8 (http://www.macromedia.com/shockwave/download/download.cgi?P1_Prod_Version=ShockwaveFlash) (900kb)?
otherways, the direct link:
http://yashu.go.ro/pub/maya/mentalray/l_glass-v2-beta2.zip
right click on it and choose "Save as"... otherways it shows the 403 error
hopefully lobber will get his wesite up again :shrug:
cheers
aadams
04-12-2006, 09:48 PM
still doesnt work!
Tobbe
04-13-2006, 11:04 AM
Hi all.
Finally I spent some time testing this cool shader. This is my first test result.
The glossy floor took a while to render....
http://www.fossinn.se/temp/l_glass_test.jpg
Hi all, anyone knows if Lobber sent his l_glass shader' source.
It will be nice to use it on other OS... Its a long time l_glass seems ready... Tom_C is ready too :-)
mech7
04-15-2006, 10:36 PM
For some reason above link does not work on firefox 403 error.. so i upped it if anybody still needs it.
http://mech7.net/tmp/l_glass-v2-beta2.zip
residentcoppa
04-26-2006, 05:20 PM
Hi
Does this shader works for maya 7 ?
In the documentation file says Windows users need MSVCR71.DLL - Where should that file be installed?
Any suggestions on how to start using this shader?
Many thanks
r.
JulianS
04-26-2006, 05:29 PM
It works great with maya 7.
For most part everything u need to learn is in page 1 of this Thread.
Hi
Does this shader works for maya 7 ?
In the documentation file says Windows users need MSVCR71.DLL - Where should that file be installed?
Any suggestions on how to start using this shader?
Many thanks
r.
Rick Flowers
05-02-2006, 12:30 AM
thanks mech7 for the upload (3 posts up)
MrPositive
05-11-2006, 11:27 PM
In Renderpimp's sample file he has set his light boxes to 12 times white to bring out brighter highlights and better glass. But let's say that in the scene there are other items using any shader (blinn, phong, dgs, etc.) not lglass. Wouldn't the boxes blow them out white? How do you exclude those boxes from hitting the other items and only lighting up the lglass? Frankly, can you use the include/exclude lighting in Maya for mental ray? I've tried it but it doesn't seem to work....Is there another solution? It seems like something that would be extremely useful in tons of scenes. I tried something like ctrl_irradiance thing but it didn't seem to do it either. Why would I even have to download an outside shader. To me this seems like something that should be essential to any renderer. Any help would be magnificent. Thanks.
dangerweenie
05-12-2006, 01:05 PM
Hi all.
Finally I spent some time testing this cool shader. This is my first test result.
The glossy floor took a while to render....
http://www.fossinn.se/temp/l_glass_test.jpg
That looks fantastic!
How long did it take to render? Is there a light coming through that window or is it just irradiance in FG? Can you tell us how you lit the scene?
dangerweenie
05-12-2006, 01:09 PM
What is your lighting setup there?
And how did you get the plane to blend away in the distance?
For the glass noise, I just upped the (min / max) samples in render globals...that seemed to do it for me.
Hi everyone.
i did my first glass/liquid tests now. (i know no good lighting / reflecting objects etc)
http://mitglied.lycos.de/xpsoldiers/bilder/glas_noist.jpg
any idea how i can avoid that noise on the top ?
thx in advance,
maxwater
http://mitglied.lycos.de/xpsoldiers.../glas_noist.jpg (http://mitglied.lycos.de/xpsoldiers/bilder/glas_noist.jpg)
thanks!
dangerweenie
05-15-2006, 01:43 AM
http://mitglied.lycos.de/xpsoldiers.../glas_noist.jpg (http://mitglied.lycos.de/xpsoldiers/bilder/glas_noist.jpg)
thanks!
i I think there's something on the first post about a noise bug in multithreaded renders?
rasamaya
05-15-2006, 08:47 PM
Im having trouble getting good caustics with this shader. I can create great ones with a regular material, what am I missing. I guess I could make a caustics pass with other material and comp. Any advice to send me in the right direction, using maya 7 and using the strangemartini scene file gifted earlier. Cheers
lethalfalcon
06-10-2006, 12:15 AM
I've been using this shader for awhile now, and I find it extremely useful for all sorts of different transparent objects. However, I'm still wondering whatever happened to the author, and with it, the source. I'm willing and able to compile a linux version of the shader, and it would be much more useful to me. I have a makeshift render farm in my house, but with all the computers running linux, I can't pass any of my glass to it. I'd be thrilled to hear that the developers still lived and were willing to get some more versions out for everyone to be able to use. Has anyone heard anything at all about it?
designpain
08-17-2006, 11:31 AM
:scream:
I have installed L glass into maya successfully!
My problem is that all I get is a glossy solid object, all it is missing is transparency.
I have turned up all refraction settings in mental render globals to 200 and it just refracts like a mo fo, but still no transparency
I have attached a render to show you the problem.
I also noticed that in the tutorail video on death fall, I am missing some menus, which are fall off glossiness anf dispersion and photon shader, But i assume these are from an older version of L glass. I have downloaded v1.2.
Please shed some ligght someone on this for me, I once tried this shader out a longtime ago and had the same results and I have come back to it.
I have searched around alot and found some people that had similar problems and i didnt get an answer.
Once again, i am sure everything is fine only no transparency.
Thanks alot for your time!
heres the link to the image
www.arterrastudios.com/matt/L_glass.jpg (http://www.arterrastudios.com/matt/L_glass.jpg)
digones
08-17-2006, 02:44 PM
:scream:
I have installed L glass into maya successfully!
My problem is that all I get is a glossy solid object, all it is missing is transparency.
I have turned up all refraction settings in mental render globals to 200 and it just refracts like a mo fo, but still no transparency
I have attached a render to show you the problem.
I also noticed that in the tutorail video on death fall, I am missing some menus, which are fall off glossiness anf dispersion and photon shader, But i assume these are from an older version of L glass. I have downloaded v1.2.
Please shed some ligght someone on this for me, I once tried this shader out a longtime ago and had the same results and I have come back to it.
I have searched around alot and found some people that had similar problems and i didnt get an answer.
Once again, i am sure everything is fine only no transparency.
Thanks alot for your time!
heres the link to the image
www.arterrastudios.com/matt/L_glass.jpg (http://www.arterrastudios.com/matt/L_glass.jpg)
You have indeed transparency in your image, the thing is everything is being refracted... experiment with a different geometry, something like a glass (or anything that could have some thickness)... also decrease your IOR a little bit (you're gonna see the transparency much better).
Rick Flowers
10-07-2006, 06:12 PM
Anyone know where to download L_Glass 2b? For Maya 8?
Tattrpuff
11-07-2006, 02:47 AM
I am using Mix8, and L_glass. I am trying to create a beer bottle. This bottle has two labels. I am able to map these labels exactly where I want them, and they show up, however the bottle is dark. Then when I change the blend modes from normal mix to add the bottle shows up, but the labels are transparent. I know this has to do with the opacity node in Mix8, but I can't figure out how I'm suppose to connect it. Any help would be great!
http://i48.photobucket.com/albums/f201/Tattrpuff/darkbottle.jpghttp://i48.photobucket.com/albums/f201/Tattrpuff/Clearlabels.jpg
http://i48.photobucket.com/albums/f201/Tattrpuff/HyperShade.jpg
ajsfuxor
11-07-2006, 02:53 AM
If I were you, id make the label separate geometry. Solves a lot of issues and wont add to render times. Also you will get more realistic edges on the bottle label. Heres an example of a bottle using L_glass.
http://www.yompstudios.com/Image/Gallery/Gallery1_1_large.jpg
Tattrpuff
11-07-2006, 03:14 AM
Wow that seems too obvious!!! Thanks a lot will save me a lot of time!
NEO^AMiGA
12-18-2006, 03:54 PM
Where is l_glas located these days? Trying to find that 2.0beta and some info if theres a 64bit version available. Tried 1.2 in Maya 64bit on Win but that just rendered total blackness. =(
rybeck
12-18-2006, 04:14 PM
NEO^AMiGA,
my mentalray (http://www.mymentalray.com/mymr_shaders/shaders.htm) has one. Dig under "special" tab... However, not sure it supports 64bit.
my 2 cents,
Rybeck
spurv
06-01-2007, 06:03 PM
HI! Good shader that L_glass and good techniques you are showing here but... and if the liquid inside the glass needs to be animated? Like a scene done with realflow of puring water?
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