wow
Well done ![]()
EasyGlass test
Thanks, Wireframes and Gary.
Here is my glass and volumetric particles smoke test, using Easy glass and messiah volumetric particles. Not sure where the colour is coming from though, a question for Thomas.
R
Well, that color is the oily smear from your old-diesel-smoke which is simulated physically correct by EasyGlass … :wavey:
Seriously, I have no idea. :shrug:
Without seeing your scene I can’t say what’s going on.
Did you try rendering particles inside something like a big glass sphere so they are fully surrounded by glass? Does that work?
Taron once mentioned that they use some special tricks to render them, so it may be something outside my reach, like blobs not having a backside at all etc.
Cool tests, keep them coming! ![]()
Cheers,
Sorry, realize this is a Easyglass thread, couldn’t find the original thread where I found this lightbulb, thought it might be ok here though.
Still learning lots about studio and wanted to put a render up somewhere.
You are welcome to post here too, but the original thread is here:
I think a clearer reflection would help you most - your’s is very soft. The most striking glass look is often created by rather hard and contrasted reflections (see AAArons work above) since glass has a very slick surface and doesn’t diffuse the incoming light much.
I would recommend a good HDRI map for your environment for starters.
That would also help your metal (BTW. Metal has colored highlights, unlike almost every other material).
It is hard to create realistic glass in messiah without EasyGlass and sometimes impossible even. To make it work, you have to make your glass surface single sided, copy the geometry and invert the normals (in your modeler). Then set the first glass surface’ (normals pointing outwards) refraction to something like 1.5 (glass) and the second one’s to 1.00001 (Air is mostly valued at 1.0, but messiah switches off refraction calculation when you use this value, therefore the very small offset).
EasyGlass allows you to do it right without fumbling with the geometry, since the above setup leads to problems with GI etc. (black spots for instance). It also has some other options to create realistic glass, that aren’t available in plain messiah (Total Internal Reflection and Absorption).
Best regards, ![]()
Just bought TLH pro myself,
and whille using the beta 1.1 version I encountered problems with the license on my system running with an Athlon xp 3000 + processor.
well anyway I informed Thomas of the problem and though I’m certainly not the best in understanding and explaining what was going wrong, I’m a computer dummie, he was so kind in supporting me and getting to resolve the problem!
The man rocks!!!
Here is a test render, done with default settings!
Three lights:
two sphere simmetrical in the back that give the shadows, and a panel in front/left without shadows.
HDRI only for reflecting and just direct lightning!
Pretty fast rendering this way!
rago: sorry to be so late in here, but I wanted to thank you again for your patience until I had it sorted out. So if everybody else has a problem with the beta 1.1, please let me know.
Cool rendering, especially since you did it all without the TLHPro interface since the license wasn’t found … ![]()
Any new renderings anyone? 
Cheers,
Funny you should ask about new renderings. The shadows are via TLHPro Occlusion node, the glass, well Easyglass node, but with layered textures in the sphere and the cube. About 14 mins to render. The shapes are one of the test files from THLpro.
R
The clear glass and the caustics look nice
(the colors look a bit weird on my monitor) 
What settings did you use for caustics?
Cheers,
Thanks Thomas,
the settings for caustics were as follows;
CP = 600000
CGR = 70
CGC = 200
CI = 0.5
DF= 0.3
I used one spot and HDR for reflection.
R
Nice glass and caustic effects. With a little less faceting on the wine glasses … it’ll be perfecto. 



