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Norman
09-02-2002, 11:24 PM
Okay.. this is definatly a newbie question.. but I'm been trying to produce the look of a CLEAR Plastic ball.. but to not much luck..

Here is the setup: I have a clear plastic (Poly Urathaine) Bowling Ball.. Basically it's a Milky White, but you can see through it when lit.

I'm trying to reproduce this in Cinema, but 1) I'm REALLY new to texturing and 2) I don't know where to start.. :(

Any help would be appreciated.

Thanks
Dave

LucentDreams
09-02-2002, 11:29 PM
sorry just to clear this upp, its sorta mlk foggy look that you can't see through but that light shines through allowing you to see shadows of objects on the other side correct?

Norman
09-03-2002, 12:18 AM
Thanks for the Response.. here is a Picture (actual) of the object.. when the lights are OFF, it's alot more "milky"

Thanks for the help
Dave

LucentDreams
09-03-2002, 02:10 AM
Hmm thats an innteresting object, the best person to discuss this kind f material with would be MDME sadie on the bhodinut site, I just cant think clearly about 3D stufff rightnow.

Per-Anders
09-03-2002, 02:58 AM
Hmm... ok let me have a look at this... now the thing is you may not be able to do this in c4d without keyframing the texture. This is because you can't link the opacity setting to the light level easily... however here's a few thoughts on how to do this. Now i'm not guaranteeing anything... these are only suggestions and i've not tried them out myself yet... but...

Quick and easy fix---> lower the transparency slightly and try putting a little luminance into the ball... probably only about 20% but this may help with the milkyness.

now i'll go away and try and create the ball as best as i can and give you my results... but this is just a preliminary thing... and maybe i'll be able to get you something pretty close to what you want... be back in a while.

LucentDreams
09-03-2002, 03:02 AM
nice to see you here now too MDME SADIE.

Norman
09-03-2002, 03:06 AM
I will definately try that.. :) I suck at texturing.. and dunno if I'll ever get better.. :(
:thumbsdow :shrug:

And really it's only going to be at one illumination level anyway.. so I'll have to play with that.. :) About 80% on the lights..

Grey
09-03-2002, 03:15 AM
<----waves at Sadie :D:beer:

Per-Anders
09-03-2002, 03:53 AM
ok... here it is... very simple version, the main reason the ball isn't identical is because it doesnt have the same backround to reflect and transmit, so put that in and the material should work just fine.

The settings on this are as follows:

Colour : Brightness 20% everything else 100%
(Helps to give the ball a slightly less hard polished and more soft milky look under lights)

Luminance the same
(Call this the milkyness factor)

Transparency : BhodiNUT fresnel with the following settings on the outside colour (left end of the gradient) HSB=213, 56%, 23%; the inside colour (right end) HSB=219,50%,51% there are only two colours on the gradient. The other settings for transparency are Fresnel=On, Additive=On and Refraction=1.67
(Fresnel because the edges apear to be slightly more solid, and it's a quick fix as it solves the problem that the material looked too light if the overall transparency was too high, but you still want some transparency to be there in the middle of the object)

Reflection : BhodiNUT fresnel, this time just remove the left hand end (white) colour swatch from the gradient, and move the middle swatch (50% grey) all the way to the left.
(Fresnel as you want more reflection towards teh edges of the ball, as in real life)

Specular Channel : Width=53%, Height=237%, Falloff=-22%, Inner width=9%
(Nice bright specular highlights, slightly hard edges to make the material look hard)

Specular Colour : BhodiNUT 3d Noise with the following settings changes, Noise type="Naki", Global scale=256%
(To give the oily fingerprints all over this effect)

The balls radius is 240m, the background is just a sky image with one of the photoshop sample images placed on it, there is a standard cube stretcehd underneath the ball, and there are two Omni Lights, with soft shadows on the nothing else changed. hopefully this help you.

You may need to key change the material as the lights go down (though this material should work fine) just make a second material in a scene with teh low light situation and try that.

Alternatives you might try to get the dark light=more solid... use BhodiNUT Lumas channel, remap the colours using BhodiNUT Coloriser to make it so that the material changes depending on teh ammount of light that falls on it's surface (darker will make it less transparent), play around, you should get something close to what you want with a little work.

Per-Anders
09-03-2002, 03:55 AM
hi Guys... i've not been here before... must wander around for a bit :) i hope i've got something to offer (and i bet there's a lot to learn here!) :)

sorry i couldnt spend time to perfect the above image... but you may want to make it slightly more transparent... and a little bit less luminant... the other thing you can do is use fog instead of luminance... make the colour right and you should be able to et some pretty good effects.

LucentDreams
09-03-2002, 03:56 AM
you never cease to amaze me.

neilyb
09-03-2002, 07:13 AM
:beer: Welcome Mdme.......I've said this before on BhodiNut....HOW DO YOU DO IT?

Norman
09-03-2002, 12:01 PM
Thanks MDME..

I'll try that later tonight.. I'll have to play around with that Fresnel Thingie.. that's pretty cool.. :)

I'm still reading about how it works.. so I should be able to post a try tonight..

thanks soooo much.. :) Apreciate it!
:applause: :bounce: :applause:

Norman
09-04-2002, 02:04 AM
Okay MDME,
maybe I'm just dense, but I got into the Fresnel Shader, clicked on edit, and now where do I put the : HSB=213, 56%, 23%

They are not all % or not all base #'s .. so maybe I'm missing.. something.. where would I put the values?

(Attached picture of my setup)

Per-Anders
09-04-2002, 02:55 AM
hsb=Hue, Saturation & Brightness/Value. On the bottom left of the colour palette you can enter values, if you're only given % then h is a value between 0 and 360 so simply divide by 360 and multiply by 100. thus 213 becomes 59%. Conversly if you're given # values then they're between 0 and 255 so divide the hue by 360 then multiply out by 255 and divide the saturation, and brightness by 100 before multiplying by 255 thus the final ammount for # will be h=151, s=143, v=57.

I hope that this helps with what you're doing... the other thing you may or may not know is how to control the gradient. If you need to remove a colour then just click and drag the colour swatch away from the gradient bar, then it should get removed, to add a colour just click on the colour gradient bar where you want the colour to be and a new swatch wil be created there. I'll guess you know how to use the rest.

Norman
09-04-2002, 03:31 AM
Nah.. I knew how to remove stuff.. The gradient bar is Just like GIMP's.. It just thre me with the %'s and #'s mixed.. sorry for sounding like a complete idiot.. *twap*.. I will try this tomorrow... Thanks alot Sadie..

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