View Full Version : A little help with glass
PhantomPanic 08-30-2006, 07:33 PM I have been trying to replicate a drinking glass I have here at home and there is a phenom that appears in the glass around the thick parts of the glass. The red arrows in the image shows this. The yellow arrows shows where I want to have control over and make darker like the areas around the red arrows. I have tried AO but I dont think this is the thing to do. It did work somewhat around the base of the glass. Render times go through the roof and I believe this is the wrong approach. How can I have control over this effect? What is this effect called?
http://img75.imageshack.us/img75/8102/glassvq9.jpg
(http://img75.imageshack.us/my.php?image=glassvq9.jpg)
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macsupremacist
08-30-2006, 07:37 PM
Could you try attaching the picture again? It didn't seem to work. I'm not sure how, but it sounds like you might need to use a fresnel effect somewhere from what you're describing, though it'll be easier with the picture to look at.
[edit] sorry, the picture showed up for me after I posted. I have no clue off the top of my head, sorry.
PhantomPanic
08-30-2006, 08:18 PM
Do you mean fresnel in the diffusion channel?
macsupremacist
08-30-2006, 08:59 PM
To me it looks like that dark area is a reflection of that dark band around the edge of your table
PhantomPanic
08-30-2006, 09:05 PM
To me it looks like that dark area is a reflection of that dark band around the edge of your table
Yes you may be right on that but the glass here I am holding in my hand has this build up of dark areas especially around the base edges and I dont think its coming for a dark area in the room...
AdamT
08-30-2006, 09:09 PM
I believe what you're looking at are internal reflections. You'll want to check the "fresnel" box in the transparency channel.
PhantomPanic
08-30-2006, 09:14 PM
I believe what you're looking at are internal reflections. You'll want to check the "fresnel" box in the transparency channel.
Ya I did this... The image posted has fresnel turned on... Just not getting the results I want...
AdamT
08-30-2006, 09:16 PM
Then I think you'll have to experiment with the environment that's being reflected.
Per-Anders
08-30-2006, 09:23 PM
According to your description of what you actually wanted, then what you want is depth attenuation for your glass color. To do this you'll need a nice depth shader, fortunately there is one and it's called Distance Falloff : http://www.c4dplugs.com/viewPlug.php?RECORD_KEY%28PluginsRec%29=ID&ID(PluginsRec)=135&PHPSESSID=b4c8ff6e2837c182884a2385124dd4d6
Just download, put in a colorizer shader in your transparency channel, then edit it, set it to do transparency, and give it a distance you want it to falloff over. Now change your colorizer gradient to match and render. An alternative you can use is the SSS shader set to a single sample though that's a lot more complex.
Neil V
08-30-2006, 10:09 PM
Per-Anders, how the hell do you know so much!?
According to your description of what you actually wanted, then what you want is depth attenuation for your glass color. To do this you'll need a nice depth shader, fortunately there is one and it's called Distance Falloff : http://www.c4dplugs.com/viewPlug.php?RECORD_KEY%28PluginsRec%29=ID&ID(PluginsRec)=135&PHPSESSID=b4c8ff6e2837c182884a2385124dd4d6
Just download, put in a colorizer shader in your transparency channel, then edit it, set it to do transparency, and give it a distance you want it to falloff over. Now change your colorizer gradient to match and render. An alternative you can use is the SSS shader set to a single sample though that's a lot more complex.
JoelOtron
08-30-2006, 11:36 PM
Heres a good thread from last year on rendering a wine glass--theres some good tips in there.
http://forums.cgsociety.org/showthread.php?t=299357&highlight=wine
3DBond
08-31-2006, 03:54 AM
Per-Anders, how the hell do you know so much!?
I was thinking the same thing. :) We're lucky to have him around.
Sagadur
08-31-2006, 10:38 PM
I think that a lot of your black areas, especially at the lower yellow and red arrows look like the black areas you get if the ray-depth in the render options is not set high enough. Maybe playing with those values might get you nearer to the effect you'd like to have. Some of the black areas may resist every control if you don't raise the according values (reflection depth plays a major role too here).
Thats not directly your problem (and may be far from new to you) but maybe it's a help anyway.
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