View Full Version : C4D Glass, HDRI, 3DS MAX Example....help please..
kornboy_hiv 11-23-2004, 01:19 AM Hi, Im relatively new to Cinema4D, I have a scene I really need to create very soon (a clients flash website), I need to create a scene similar to the link below:
http://www.renderosity.com/viewed.ez?galleryid=558154
This is a 3DS MAX render, I need to replicate the basic atmosphere and the glass material, I understand that I will probably need to use HDRI.
I own the Advanced Render module. I just can not get anything to look like that image, my glass looks really crappy and I cant get the "clean" look with the HDRI, there are always big fat ugly reflections of my HDRI, so if anyone can let me know how to create an image like the above link I would be really appreciative, Im really struggling and running out of time. Thank you all a lot....
Cheers.
Grant McCall
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R1PPER
11-23-2004, 09:40 AM
Hi mate, this thred should help you but get ready for some longish render times.
http://www.cgtalk.com/showthread.php?t=166147
Tugmaster
11-23-2004, 09:31 PM
Kornboy, It's hard to duplicate someone elses work rendered in a different program. lighting and especially reflection maps have a big impact on on how the glass turns out. try using the Banj shader and a good reflect map and tweek untill you get the look your after. Here's a quick render I did but it doesn't look quite the same. I didn't use radiosity or caustics on this as it's just a quick shader test and I'm busy at work. I think you can get close with a little time and effort though. Good luck!
http://img.photobucket.com/albums/v50/Tugmaster/glasstest3.jpg
BESTrin
11-23-2004, 10:23 PM
Ripper That thread is interesting but pretty app specific. I looked at it a while back but theres not much of use for c4d users. Im trying to get my old renderosity acount up so i can see the pic.
AdamT
11-23-2004, 10:39 PM
Looks like the Max glass uses dispersion (darker middle), which is hard to recreate in Cinema. You can use the SSS shader in transparency, but be prepared for a looong render. Maybe Remo's new spectral shader can help?
Tugmaster
11-24-2004, 02:11 AM
Adam, you can always fake the dipersion. I just added a slightly darker glass shader to the middle part.
http://img.photobucket.com/albums/v50/Tugmaster/glasstest4.jpg
Per-Anders
11-24-2004, 02:13 AM
it's not dispersion, just depth tinting, and you could also simply use the free distance falloff plugin to do this.
Tugmaster
11-24-2004, 02:34 AM
Funny thing is I already have the distance falloff plugin and didn't even think of it. I thought a circular gradient in the reflection and transparency channels might work. It's hell getting old. The memory is going fast. I better check my plugins folder to see what I have that I don't know I have.
policarpo
11-24-2004, 03:01 AM
Hey, where is this Distance Falloff plugin everyone speaks of? Sorry for not digging around, but I just had to be blunt and ask. :drool:
AdamT
11-24-2004, 03:33 AM
Distance falloff will work as long as the object is rotated as in the above image, but I don't think it will look right with different rotations. The far appendage will be darkened most when the middle part should should receive the bulk of the effect. That is if "distance" as used in the shader is distance from the camera and not distance measured from the surface normal. I think it is camera distance that's used in the shader.
vesalus
11-24-2004, 07:58 AM
i personnally would avoid the banj cause it a time consuming texture...
what about a bit of fresnel in the reflection and in the transparency?
had you tested your hdr in the environement tag of your texture?
kornboy_hiv
11-24-2004, 09:03 AM
Thanks everyone for discussing my topic, however I'm still a little unsure of how I can go about it, maybe if someone could give me some material settings?? I'm very much a beginner, so all the help I can get would be great, and very encouraging...
Cheers.
Grant McCall
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