Material suggestion

General discussion about Indigo Materials - material requests, material developement, feedback, etc..
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cotty
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Material suggestion

Post by cotty » Sat Dec 08, 2012 5:45 am

What would be the best way to define a glass material like in the attached photo?
Blend, Roughness, ...?
Thank you!
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galinette
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Re: Material suggestion

Post by galinette » Sat Dec 08, 2012 5:59 am

cotty wrote:What would be the best way to define a glass material like in the attached photo?
Blend, Roughness, ...?
Thank you!
Just a glossy transparent based on a standard glass medium. Exponent to be fine tuned.

Generally in the real world, only one side is rough. This is doable with Indigo but somewhat exporter-unfriendly. You must define one medium and two materials using it : one specular, one glossy transparent (one for each side).

Exporter generally don't support this but Indigo GUI does. Also, you could do it with linked igms, if they are included in the right order (the one defining the medium first, the other one without medium definition) but this requires some notepad hacking!

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Material suggestion

Post by Headroom » Sat Dec 08, 2012 3:24 pm

Yup. I was going to suggest the same. It's not supported in the blender exporter either.
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Re: Material suggestion

Post by CTZn » Sat Dec 08, 2012 5:32 pm

galinette wrote:Generally in the real world, only one side is rough. This is doable with Indigo but somewhat exporter-unfriendly. You must define one medium and two materials using it : one specular, one glossy transparent (one for each side).

Exporter generally don't support this but Indigo GUI does.
It's easy to do with the Maya exporter, media are separate nodes that can be shared accross several materials :)
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Headroom
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Re: Material suggestion

Post by Headroom » Sat Dec 08, 2012 8:25 pm

The ability to define materials using Blender's node system would really be the Next Big Thing for Blendigo.

I's been requested more than once ;-)

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cotty
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Re: Material suggestion

Post by cotty » Sat Dec 08, 2012 8:26 pm

Thank you for your hints. I used the frosted tinted green glass to achieve the attached result. But it renders very slow. Is there a way to fake this effekt with another "faster" material?
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Zom-B
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Re: Material suggestion

Post by Zom-B » Sat Dec 08, 2012 11:37 pm

cotty wrote:Is there a way to fake this effekt with another "faster" material?
Well I don't know if it is faster, but you can create a simple specular material and apply some ISL bump noise on it with very low values & scaling...
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ENSLAVER
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Re: Material suggestion

Post by ENSLAVER » Sun Dec 09, 2012 12:28 am

Zom-B wrote:
cotty wrote:Is there a way to fake this effekt with another "faster" material?
Well I don't know if it is faster, but you can create a simple specular material and apply some ISL bump noise on it with very low values & scaling...
I tried something like that a while ago and found that it rendered at the same speed as Glossy Trans material, though I used an image for bump rather than ISL.

I don't think there is anyway to cheat this one. Using Glossy Transparent will be easier and give you better results than anything else I can think of at the moment.

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Material suggestion

Post by zeitmeister » Sun Dec 09, 2012 12:41 am

Actually it is exactly that; a glass surface which is simply roughened.


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galinette
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Re: Material suggestion

Post by galinette » Sun Dec 09, 2012 12:50 am

Zom-B wrote:
cotty wrote:Is there a way to fake this effekt with another "faster" material?
Well I don't know if it is faster, but you can create a simple specular material and apply some ISL bump noise on it with very low values & scaling...
Convergence will be slower (as it does not importance sample the glossy brdf anymore)
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Re: Material suggestion

Post by William » Sun Dec 09, 2012 1:13 am

Coming from a newbie , maybe you already did but use plain bidir - not MLT, also turn off glass accel for this scene.

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Re: Material suggestion

Post by Pibuz » Mon Dec 10, 2012 4:29 am

Hey cotty!
The simplest thing you can do is render a plain blue-greeenish glass, and then fake the blurriness in photoshop through selecting an area and applying a blur filter 8)


some explaining images here
http://www.grafica3dblog.it/photoshop_glass_vray.htm

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Re: Material suggestion

Post by galinette » Mon Dec 10, 2012 4:40 am

Pibuz wrote:Hey cotty!
The simplest thing you can do is render a plain blue-greeenish glass, and then fake the blurriness in photoshop through selecting an area and applying a blur filter 8)


some explaining images here
http://www.grafica3dblog.it/photoshop_glass_vray.htm
Hmmm... What's the purpose of unbiased rendering then :)
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Re: Material suggestion

Post by Pibuz » Mon Dec 10, 2012 4:44 am

We all know that unbiased rendering takes some time: Cotty wanted to spare some, so I guess he was in a hurry for some reason. Tha is all :lol:

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Re: Material suggestion

Post by CTZn » Mon Dec 10, 2012 5:05 am

galinette wrote:
Pibuz wrote:Hey cotty!
The simplest thing you can do is render a plain blue-greeenish glass, and then fake the blurriness in photoshop through selecting an area and applying a blur filter 8)


some explaining images here
http://www.grafica3dblog.it/photoshop_glass_vray.htm
Hmmm... What's the purpose of unbiased rendering then :)
Artists have their ways that unbiased rendering ignores ;)
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