Texturing Workshop Part 6


#43

thank you very much for this helpfull tips.
:beer:


#44

Awesome job as usual leigh. Any chance we’ll see this in pdf format.


#45

Thanks for taking the time to produce this great information!
I will search for the previous work you have done, assuming since this is “6”, there must be 5 others!

Keep it coming!:buttrock:


#46

One thing that lots of people forget with flat plates of glass is to create it as a 3d object with depth, and air surfaces. These are very important for making the refraction look correct. Also, if you look straight at a flat plane of glass, the distortion is much less than if you looked through it at an angle.


#47

“air surfaces”? … what do you mean?


#48

Whenever air meets glass or some other surface you get an air surface. If you are modeling and rendering a glass of water you have to have refraction values for the air, the water,and the glass. Refraction only happens when the material that light is passing through changes. If you are inside a solid block of glass you won’t see any refraction, but when looking at light through glass, water, jello, or whatever the light bends to go through the new molecules…

Did that help?

~illicit


#49

yes. i think i got the point :thumbsup:
thanks :slight_smile:
i also found a nice tutorial (in german :hmm: )
which briefly handels air sufacves.

http://www.nanouniverse.de/www.rendering.de/philip_meyer/wie_man_eine_whiskey_flasche_erstellt/Whiskeyflasche.pdf


#50

Another great thank you to leigh!! :thumbsup:
Now go back and finish that LW book so you can start the PS one! plzzzzzzzzzzzzzzzzzzzzzzz


#51

illicit said:

If you are modeling and rendering a glass of water you have to have refraction values for the air, the water,and the glass.

how do you apply refraction for the air?
I mean if u have a glass with water you have 2 models. the glass and the water and both have refraction values applied.
but i never head about people modelling the air.
:shrug:

or is there away to calculate both the refraction of the glass and the air and to apply it to the glass model?


#52

if i understood right the air surfice has to be the same shape as your glass object (but normals are fliped). then you need to say to your software not to render this surface(but still calculate the refraction of light caused by it) . in Lightwave this is done by clicking on “Unseen by Camera” in Object properties -> Rendering …

Am i right?:shrug:


#53

There was .pdf files for the other Texturing Workshops(1-5). Anyone have one for this one?

thanks


#54

Thanks leigh! great tuts! Your avatar is visually pleasing to the eye too, ya cutie. Thx for the very professional information. :smiley:


#55

Heh, guess you put that last shot together with the two glasses a bit too hastely eh? :slight_smile: You don’t have enough light rays as the second glass is not showing through on the first one hehe.

Great tutorial none the less, thanks again!!


#56

Cool_.
Thanks for the tips Leigh!
:beer:


#57

Man lieigh u r the man and i agree very nice guy for writing this duwaz . Im skiming so i saved this as a bookmark for after skool later!! :buttrock:

Oh and thanx if there were only more people like u lol


#58

really nice!! keep in on !


#59

Yea you can achieve this in Maya using the facing ratio node along with a few sampler infos piped into the specular, transparency and reflection attributes of the shader. Works pretty well from what I remember. Was a tut on the old Alias site but Im not sure if it survived the update. I’ll try and dig it out and post it because it was quite elegant I seem to remember.


#60

At last I understand texturing. Thank you Leigh, you have explained everything so briliant that a complete novice such as myself could understand it. I always thought texturing an object correctly was a complicated and sort of mysterious process. But not anymore!


#61

Finally! Thank you so much…

I am a newbie in 3d graphics and just started and found a lot of tutorials for the modelling process but i had huge problems finding a texturing tutorial… thats the first i found and now i dont need another

thanks :thumbsup:


#62

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