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Material suggestion
Posted: Sat Dec 08, 2012 5:45 am
by cotty
What would be the best way to define a glass material like in the attached photo?
Blend, Roughness, ...?
Thank you!
Re: Material suggestion
Posted: Sat Dec 08, 2012 5:59 am
by galinette
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!
Etienne
Material suggestion
Posted: Sat Dec 08, 2012 3:24 pm
by Headroom
Yup. I was going to suggest the same. It's not supported in the blender exporter either.
Re: Material suggestion
Posted: Sat Dec 08, 2012 5:32 pm
by CTZn
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

Re: Material suggestion
Posted: Sat Dec 08, 2012 8:25 pm
by Headroom
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

Re: Material suggestion
Posted: Sat Dec 08, 2012 8:26 pm
by cotty
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?
Re: Material suggestion
Posted: Sat Dec 08, 2012 11:37 pm
by Zom-B
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...
Re: Material suggestion
Posted: Sun Dec 09, 2012 12:28 am
by ENSLAVER
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.
Material suggestion
Posted: Sun Dec 09, 2012 12:41 am
by zeitmeister
Actually it is exactly that; a glass surface which is simply roughened.
Sent from my iPhone using Tapatalk
Re: Material suggestion
Posted: Sun Dec 09, 2012 12:50 am
by galinette
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)
Re: Material suggestion
Posted: Sun Dec 09, 2012 1:13 am
by William
Coming from a newbie , maybe you already did but use plain bidir - not MLT, also turn off glass accel for this scene.
Re: Material suggestion
Posted: Mon Dec 10, 2012 4:29 am
by Pibuz
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
some explaining images here
http://www.grafica3dblog.it/photoshop_glass_vray.htm
Re: Material suggestion
Posted: Mon Dec 10, 2012 4:40 am
by galinette
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
some explaining images here
http://www.grafica3dblog.it/photoshop_glass_vray.htm
Hmmm... What's the purpose of unbiased rendering then

Re: Material suggestion
Posted: Mon Dec 10, 2012 4:44 am
by Pibuz
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
I am basically not a cheater
Re: Material suggestion
Posted: Mon Dec 10, 2012 5:05 am
by CTZn
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
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
