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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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#1 (permalink) |
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Veteran Member
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I hope this model works, as I have put some time into it.
The idea is to test architectural glass materials in various rendering engines. I think a model with a glass ball or torus is not as telling as glass in an architectural setting. So I made a simple scene that has some areas for direct sun, indirect sun and basic interior lighting. The model has some stuff to reflect in windows, a glass table and some mirrors to get the most from any view. Overall, its very basic, but should be a good platform for comparison. The model is seperated into many layers and the layer color SHOULD be close, though a few colors seem to be shared between layers (which I tried to avoid). The units are cm. http://www.oreally.com/temp/glasstestDXF.zip also see post #12 for .lp and .wrl versions One other thing--the car is one of the free models from www.Lowpolygon3d.com with the texture removed, in the interest of disclosure. The rest I made. Remember, materials by layer Last edited by Ernest Burden; September 23rd, 2004 at 10:10 PM. |
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#3 (permalink) |
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Veteran Member
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Well don't just all crowd in here at once!
As my stated goal is to develope better glass materials, I have been trying to render this scene in Cinema4D. I have started with the STRAT sky/GI-sky over the model, and STRATglass as the starting point, making a few mods. So far, I have not gotten any decent results. The glass WAS performing well on the exterior, but once I got the interior light levels to where they needed to be, including the guessing of falloff amounts (Lightscape doesn't make you think about that, they just work) and the exterior views looked awful. Also, the renderings are taking 1/2 hour or more from one sun and two interior omni lights. That is unworkable. |
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#4 (permalink) |
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Moderator
Join Date: Nov 2002
Location: San Francisco
Posts: 2,918
Name: travis schmiesing |
i was hoping someone would chime in with a vray version. anyone...?? i could certainly use to learn how to do vray glass.
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travis schmiesing |
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#5 (permalink) |
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Senior Member
Join Date: Jun 2002
Location: FL
Age: 29
Posts: 471
Name: Xavier Garcia, Jr. |
got this from this thread at the vray forums:
"Glass in my models allways has thickness since I use Vray. I take a thinckness of 10 or 15 mm. Sometimes more, depends on the complexity of the model (When there are a lot of glass planes I need to be able to find them, place and move then). IOR is mostly 1.4 unless I go for a 25mm or more thickness then IOR will go lower. When glass comes close to the camera and there is an environment to reflect, and I have the budget/ time, I do 25 mm with IOR of 1 and reflect on backside checked to simulate double glazing. I have a basic black Vray material with glossy on 1 and reflection on 1 with a P/P falloff in the reflection slot. For the falloff, I allways change the line to a less steep one (so less maximum and more minimum). For the environment, it's more or less only the max environment slot that I use. But remember this is a montage. That means that I render the building with only a sky environment and a little bit of foreground as a tiff, and then mount it into the picture with the alpha map. Sometimes when a lot lot of environment buildings needs to be simulated, I render two versions. One with a sky environment and one with a remixed picture (with simulated junk buildings at the place of the building) and blend the two in PS. Hope this answers your question. Marc" Hope that helps you Vray users. Thank Marc - he rocks. |
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#6 (permalink) | |
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Veteran Member
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Quote:
The glass in the supplied model does indeed have thickness and edges. |
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#7 (permalink) | |
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Moderator
Join Date: Nov 2002
Location: San Francisco
Posts: 2,918
Name: travis schmiesing |
Quote:
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travis schmiesing |
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#8 (permalink) |
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Moderator
Join Date: Apr 2002
Location: Lalaland
Posts: 1,166
Name: Christopher Nichols |
I will try a vray version maybe later tonight when I get home... What is the basic goal here? Make glass look more like glass? Or make glass react mroe like glass? Maybe both? The key is going to be in physics I think... a lot of research has been done of the centuries with optics. that Fresnel guy has a lot to do with it. Glass is the easiest one to unstandar Fresnel with... for that reason it will be the easiest to simulate... Lets see what we can do... For a good guide on this, I have found this site:
http://physics.nad.ru/Physics/English/rays_txt.htm To be honest a still may be OK... but you are not really going to knwo if it "works" correctly unless you animate it...
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Christopher P Nichols |
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#9 (permalink) | |
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Veteran Member
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Quote:
Have you tried digging deeper into C4D materials and shaders, there are a couple fairly decent ones for glass- Here is a tutorial that may help anyone using C4D to get a handle on glass http://members.shaw.ca/jimht03/glass.html 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. Very Good Unchallenge Idea WDA
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From the calm seas.... Into the CG Fire...... Into the Heart of Texas |
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#10 (permalink) | |
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Animating would tell more, I agree. But do you find the images I did with Lightscape to be good, or even 'as good as you can ever expect'? |
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