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View Full Version : Material : car glass and raytrace


plaguelord
05-08-2003, 02:51 PM
hi, I'm doing a car and I have a serius problem with the glass, I try to put a raytrace material or a standard material with raytrace on the reflect channel, but the result is very odd. Somebody can showme some tecnique or material / uvw idea to get a good car glass?

thanks!

CapnPanic
05-08-2003, 03:03 PM
i think you might need to post an image of what is 'odd' as we can't help you unless we know the problem

but just for starters, car glass/window glass in general:

raytrace material, falloff map in the reflect slot, set to fresnel type. set transparency to all the way transparent (or u can use a color to give it a slight green tint like car glass has). and be sure your geometry has both sides of teh glass, so the refraction is correct

plaguelord
05-08-2003, 03:49 PM
both sides of the glass? mmmh, maybe that is my error...

and another question, I have a very good HDRI image, I must put the image on the enviroment map of the brazil luma server? or directly of each material enviroment? (for the cair paint I'm using brazil car paint shader).

plaguelord
05-08-2003, 04:10 PM
capn_panic, I saw your web site and the cars renders are fantastic! can you share some tips to get that exelent materials?
I'm using max 4 and brazil.

thanks!

CapnPanic
05-08-2003, 09:35 PM
some general advice: reflective and refractive materials are only as good as the things they are reflecting or refracting. your glass and car look fairly dull because it doens't look like there is anything for them to reflect. perhaps add a map in the environment or add some big white cards to get some reflections.
i'm also guessing that your dark interior there can be solved by setting the glass objects to not cast shadows in their property dialogs

plaguelord
05-08-2003, 10:13 PM
thanks a lot! I'll post a update later with the new setting.

plaguelord
05-09-2003, 09:15 PM
here the last version:
http://www.ancestral.estudioiris.com.ar/3dgallery/AudiTT/wip29.jpg

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