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kuronekogrrl
03-21-2006, 06:13 AM
Hey everyone!
Could someone please look at this render tree and tell me in plain english how it works? This green glassy shader was done by a guy who worked before me and i'm a newbie to XSI so i need some help in understanding how he got this effect. Below the redner tree snapshot is what the green shader renders out as with 1 point light and the default light with no GI or FG. There isn't any enviroment shader or skydome either. If anyone could help it would be great!


http://ic1.deviantart.com/fs10/i/2006/079/c/a/ignore_this_4_by_kuronekogrrl.jpg

http://ic1.deviantart.com/fs10/i/2006/079/7/7/ignore_this_3_by_kuronekogrrl.jpg
http://ic1.deviantart.com/fs10/i/2006/079/b/c/ignore_this_6_by_kuronekogrrl.jpg

themick_g
03-21-2006, 02:37 PM
if I klick your links it says...
Forbidden

You don't have permission to access the page at....



mick

bravmm
03-21-2006, 05:27 PM
myabe this will help:

http://www.xsibase.com/forum/index.php?board=6;action=display;threadid=23203;start=0#msg151088

rob

kuronekogrrl
03-21-2006, 11:07 PM
Sorry about that try these links:
http://www.deviantart.com/view/30665437/
http://www.deviantart.com/view/30665421/
http://www.deviantart.com/view/30665754/

kuronekogrrl
03-22-2006, 11:09 PM
can anyone please help? :)

CiaranM
03-23-2006, 03:33 AM
Hello,
I think there is something very wrong with that render tree. If you look at the trees in the thread linked by bravmm, you will see that most glass shaders have an incidence node plugged into the reflection and or transparency ports. This will alter the reflectivity/transparency based on the glancing angle of the surface from the viewpoint. I think this is what your predecessor was trying to achieve, but he made a big mstake. As it is, his scalar_math nodes simply return a flat grey value when plugged into the shader inputs.
Try replacing the scalar_math nodes with an incident node (you can use just one node) and you should get a very nice, realistic result. It is a good idea to test your incident node on its own first. Simply plug it into the surface port of the output material node and you will get a very quick preview of how it will effect your surface. When you like that, then plug it back into the reflection/transparency of your glass node.

Hope this helps a little.

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03-23-2006, 03:33 AM
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