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Old 01-11-2013, 07:47 PM   #46
WyattHarris
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Why thank you fellas.
Quote:
Originally Posted by japetus
How did you do your headlight glass? Are the faceted details bump mapped or modeled?

It was modeled. Nothing too complicated but I get better results on the refraction if its modeled. As you can see I beveled each quad a very small amount with the offset being almost nothing. The bulb is a bulb shape and the inside of the frame is reflective.

After that I used LW's built-in dialectric material which does a good job simulating glass and used a refraction index of 1.52. I got that from some website I don't remember about headlights.
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Old 01-11-2013, 09:02 PM   #47
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awesome work!
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Old 01-11-2013, 09:25 PM   #48
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Samuel Cote
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Quote:
Originally Posted by WyattHarris
The bulb is a bulb shape and the inside of the frame is reflective.
After that I used LW's built-in dialectric material which does a good job simulating glass and used a refraction index of 1.52. I got that from some website I don't remember about headlights.

http://en.wikipedia.org/wiki/Refractive_index
http://fr.wikipedia.org/wiki/Liste_dindices_de_refraction

Some index of material refraction
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Old 01-13-2013, 03:27 AM   #49
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Looking great, as other have said the head lights especially. I find it hard to find the balance of render speed and nice quality with metalic/shiney shaders, What sort of render times are you getting?
 
Old 01-14-2013, 03:23 PM   #50
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Once refraction is turned on, nothing else really matters. It always produces the biggest render times but as it is limited to a small part of the overall render it wasn't too bad. For this image I used 7AA passes to sharpen it a bit more so I'd say around 5min. I averaged around 3min/frame but 5 min sounds right for this one.
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Old 01-14-2013, 03:23 PM   #51
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