Real CarGlass? What parametrs?
- cooler_inc

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- Joined: Mon Aug 14, 2006 10:21 pm
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Real CarGlass? What parametrs?
Hello.
I need a real carglass (windshield, headlights) but i can't setup the materials. I'm not satisfied with the result.
I use Blender and Indigo 0.5
I tryed IOR 1.33,1.5 but there is not refraction at the windshield in real world.
RayTransp button enabled, Fresnel 4.0, Alpha 0.3
Does anybody help me with materials?
I need a real carglass (windshield, headlights) but i can't setup the materials. I'm not satisfied with the result.
I use Blender and Indigo 0.5
I tryed IOR 1.33,1.5 but there is not refraction at the windshield in real world.
RayTransp button enabled, Fresnel 4.0, Alpha 0.3
Does anybody help me with materials?
-
playmesumch00ns
- Posts: 21
- Joined: Wed Jun 28, 2006 11:44 pm
Blender alpha and fresnel parameters are not used by the exporter.
Code: Select all
rayMirr ==> <normal_reflectance>
ior ==> <ior>
filter ==> <cauchy_b_coeff>
r,g,b ==> <rgb_absorptivity>
- cooler_inc

- Posts: 158
- Joined: Mon Aug 14, 2006 10:21 pm
- Location: Ukraine, Donetsk
- Contact:
- cooler_inc

- Posts: 158
- Joined: Mon Aug 14, 2006 10:21 pm
- Location: Ukraine, Donetsk
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Is that the IOR you used in that image? 1.01?
I assume you only have a windsheild modelled on the car? Your right it does look weird.
At the risk of being completely wrong and way of base i'm going to take a shot in the dark
Is your windshield modelled as a flat plane, or does it have some thickness?
What I'm thinking is that it is only a plane, and therefore the light only bends once - when it enters the windshield, therefore the funny effect. If give it a thickness, light should bend twice, once entering, and once leaving the glass, giving you a better image.

Or I could be completely wrong of course
Edit: Note to self, read rest of thread before posting - see you have modelled the windshield with thickness. In which case I'm stumped, sorry.
I assume you only have a windsheild modelled on the car? Your right it does look weird.
At the risk of being completely wrong and way of base i'm going to take a shot in the dark
What I'm thinking is that it is only a plane, and therefore the light only bends once - when it enters the windshield, therefore the funny effect. If give it a thickness, light should bend twice, once entering, and once leaving the glass, giving you a better image.

Or I could be completely wrong of course
Edit: Note to self, read rest of thread before posting - see you have modelled the windshield with thickness. In which case I'm stumped, sorry.
Right Elroc!!Elroc wrote:At the risk of being completely wrong and way of base i'm going to take a shot in the darkIs your windshield modelled as a flat plane, or does it have some thickness?
I had same problem: the glass mustn't be a plane but must be a double plane with the normals out or a closed object with normals out!
And maybe IOR value around 1.5 or higher!
- cooler_inc

- Posts: 158
- Joined: Mon Aug 14, 2006 10:21 pm
- Location: Ukraine, Donetsk
- Contact:
- cooler_inc

- Posts: 158
- Joined: Mon Aug 14, 2006 10:21 pm
- Location: Ukraine, Donetsk
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I made several tests but the windshield still looks weird and the transparency is disappeared. Take a look.

Done 1889752700.000000 mutations (3936.984792 mutations per pixel)
Time elapsed: 19h, 54m, 54s
Mutations per second: 26358.267701

I just need transparent object with a reflection and without IOR. But if I change the IOR to 1.0 the windshield looks like on my previous picture.
Shaders->Spec 0.0 or 0.5 doesn't make the windshield real (no reflection)


Done 1889752700.000000 mutations (3936.984792 mutations per pixel)
Time elapsed: 19h, 54m, 54s
Mutations per second: 26358.267701

I just need transparent object with a reflection and without IOR. But if I change the IOR to 1.0 the windshield looks like on my previous picture.
Shaders->Spec 0.0 or 0.5 doesn't make the windshield real (no reflection)
- cooler_inc

- Posts: 158
- Joined: Mon Aug 14, 2006 10:21 pm
- Location: Ukraine, Donetsk
- Contact:
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