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chillfillan
09-08-2003, 10:01 PM
How can you create the solid glass marble look? If you just put a sphere around an object with a glass shader, it just treats it as one layer of glass and not solid(or am I wrong?). Do you have to use some sort of volumetrics to simulate solid glass?
Thanks for everything!

TheGreenGiant
09-08-2003, 10:11 PM
? you should post ref pics of real objects you want to have the render look like. I have no idea what you meant. ?

Per-Anders
09-08-2003, 10:46 PM
if you're getting problems with a bubble look, then use a decal shader and make sure the backside has no specular (or even diffuse) don't forget to add in a good fresnel to make the internal relfections work well (as well as external).

greek_fire
09-08-2003, 11:43 PM
depending on how your object is lit, you may need to take transluscence into account. if your using raytracing, be sure to attend to the raytrace options on yer shader

trthing
09-09-2003, 02:07 AM
I have some doubts here too:

I guess he is referring to: how do we tell Maya that the sphere we just built is a "soap bubble" not a solid glass ball (marble)? I am almost sure it defaults to the last case (at least the caustics tell me so). What if we want to realistically model a paper weight with some bubbles inside?

DesignDawg
09-09-2003, 02:46 AM
I may be a little off here, but I'll give a stab at it:

Actually, Maya treats a closed sphere as a solid object. I have a feeling you are not raytracing, or at least you haven't set up refractions.

Look through the manual about how to set up refractive index and turn on raytracing.

Ricky

chillfillan
09-09-2003, 02:51 AM
Sorry about the confusion, but yes pretty much what I meant was-- does Maya treat a sphere as a solid object or a shell? So I would just use a normal glass shader, but set it up correctly
Thanks

trthing
09-09-2003, 02:58 AM
@DesignDawg

OK, raytrace, allright... but imagine you want to model a solid glass ball with some air bubbles inside, and how do you model a soap bubble with another soap bubble inside (same wireframe appearance, sphere inside sphere, but different physical situations, glass-air versus thinsoap-air-thinsoap-air)?

mark_wilkins
09-09-2003, 07:15 AM
Here's how it works:

When a ray intersects your sphere object, it changes angle because of the difference in refractive index, then travels in a straight line. When that ray exits the sphere, it changes angle again as a result of going from the higher refractive index to the lower.

That's exactly what happens in the real world with light passing through a solid sphere of glass, so you get a similar look.

To create a thin-walled bubble of glass, you need to make two concentric spheres, very close to each other, and invert the normals of the inner sphere so that they point inward.

To create a small bubble in a sphere of glass, do the same thing but make the inner sphere small.

-- Mark

augustus
09-09-2003, 09:06 AM
Maya has suface thickness attribute for this. If you leave surface thickness at 0, Maya treats a closed object as a solid object. Giving a small surface thickness will give you what you want. Result will close to the result of mark_wilkins's method, but not same (Actually, the difference is big. Just try and see what i mean)

trthing
09-09-2003, 01:43 PM
How's your book going?

@ augustus & Mark:
Yes, I thought of the second method (the thickness attribute) for soap bubble like objects and the first one for thicker glass bulbs (e.g. light bulbs). But I never got confirmation about zero thickness equals solid object.

Thanks for your response!

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