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The Unchallenge A forum for "unchallenges" where users can post models or an idea so that the group can work together to solve the problem, develop new techniques and share thoughts about a particular topic. Kind of like a challenge but without a deadline.

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Old September 23rd, 2004   #11 (permalink)
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Default Re: Let There Be Architectural Glass

Quote:
Originally Posted by wda
Have you tried digging deeper into C4D materials and shaders, there are a couple fairly decent ones for glass-
I must admit that I lack workable expertice in the nuances of all the possible settings, from the Fresnels to the specular. (Is all the world really describable by 'plasitc' 'metal' and 'colored')? That is why I am starting with Strat's glass.

I am having trouble with the balancing of interior light when seen from the exterior, and especially render times for test frames.

Quote:
Originally Posted by wda
Would you zip & post the Lightscape file, please. The C4D>dxf file into max has some monster flipped normal problems. Looks like about 1-2 hours to sort through all of it in MAX and clean up- it's really a polygon by polygon clean up.
THAT is alarming. It should not be. I work very hard to keep all normals correct. I will check the file I posted in another app.

OK, I checked it. There were a few polys reversed, they were on the wall edges to the exterior frames. Is that what you saw? Because this file SHOULD be pretty clean, normal-wise.
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Old September 23rd, 2004   #12 (permalink)
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Default Re: Let There Be Architectural Glass

After checking the normals, correcting the few I saw wrong in Lightscape:
http://www.oreally.com/temp/glasstest-LS.zip

I translated the .lp file through FormZ to get:
http://www.oreally.com/temp/glasstestDXF.zip
http://www.oreally.com/temp/glasstestWRL.zip

Units are cm, materials by layer.

The .wrl file carries my sun and two interior lights plus one camera, for your convenience.


I hope these versions are useful.
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Old September 23rd, 2004   #13 (permalink)
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Default Re: Let There Be Architectural Glass

Ernest,

It's really not your modeling, it's C4D and AutoDesks dxf not playing nice together. The C4D model is actually very 'tight'. However there is no way to go from C4D to Max with out the poor normal interpolation, it bites. The interior walls and window returns are flipped every which way, could'nt even do a reasonable "select backfacing" selection without grabbing the perpendicular faces, that were correct.

Thanks for posting the LS file, I know that will work!

Wrestling with C4D materials too, although working alot with frensel and falloff in max and the evil MR sahders. Strats glass material seems a little problematic as to getting the reflection to darken correctly and the transparency to behave. A question- is the incedence of reflection causing some of the problems, it's set to 1.01? If that setting is working with a frensel shader it maybe like looking through "Air" rather than a piece of glass.

Probably try in both C4D and Max, it's really interesting to see how both programs behave on the same scene.


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Old September 24th, 2004   #14 (permalink)
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Default Re: Let There Be Architectural Glass

my glass shader is there to be customised

the relationship between maxon and autodesk is fairly pants as far as software integration goes.
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Old September 24th, 2004   #15 (permalink)
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Default Re: Let There Be Architectural Glass

EBIII - a quick tip to speed up rendering -

when antialiasing, use BEST and STILL IMAGE and set the threshold to say 20% or above. this wont give 100% crisp AA, but it's still very usable and much faster.

experiment with the threshold setting higher and higher. i'll sometimes push the min/max levels down to 1x1 / 2x2 sometimes too, to drastically speed things up, especially when animating.

pluss, i hope you're making the glass completely exempt from GI recieving/casting?
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Old September 24th, 2004   #16 (permalink)
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Default Re: Let There Be Architectural Glass

Inspirer....
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Old September 24th, 2004   #17 (permalink)
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Default Re: Let There Be Architectural Glass

A tip Jan Rybar gave on the 3D festival was to put (in MAX) a color correct map in the environment slot and boost the saturation (or some other value) to make the environment more visible...
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Old September 24th, 2004   #18 (permalink)
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Default Re: Let There Be Architectural Glass

Quote:
Originally Posted by STRAT
pluss, i hope you're making the glass completely exempt from GI recieving/casting?
Strat, Thanks for the continued help. I had forgotten to put in those tags in C. However, I also forgot to do it in LS, and got my renders much faster.

What is causing me trouble is that when I set the falloff range for the two interior lamps (omnis, soft shad) so that it LOOKED like the LS scene, they ranged far enough to screw up the glass on the exterior and the whole thing looked artificial.

I did tweek your glass a bit, but want to learn how the setting affect the result. It's one thing to DL a material and just use it, its another to understand it. I want to understand it.
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Old September 24th, 2004   #19 (permalink)
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Default Re: Let There Be Architectural Glass

Quote:
Originally Posted by Asim Harbas
Inspirer....
Pretty good. Your table glass appears overly opaque, but from the exterior the window glass looks more like I would expect.

The scene is very desaturated, too. Your choice, or how Inspirer works?
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Old September 24th, 2004   #20 (permalink)
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Default Re: Let There Be Architectural Glass

Playing with the glass materials in C4D. Not quite that arhcy viz flair yet for the glass, but the behavior seems pretty close. Basic glass material 002 with frensel frensel everywhere. If it might be helpful I'll post a file with the glass material.

Strat, not to sound like a daft American but what does "pants" actually infer?

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