CompuServe Thread

#Glass Case effect- how?

16 messages in this thread
#96369From: Judy WellerApr 10, 1994 9:13 AM
I am trying to create an image of a vase in a glass case. Trying to get the glass effect is proving difficult to put it mildly. I am using SHINE.CEL has a reflection map (9%) and my material has 70% transparency etc. but it still is so clear that I can't tell if there is glass there or not. Can anyone who has created this sort of effect give me a tip as to how to get the material to work. Judy
#96380From: ALAN IGLESIASApr 10, 1994 11:33 AM
Designate a light for your glass, Judy, and use Place Hilight to position it for an appropriate specular highlight. You may exclude other objects to simplify your scene, and retain your former lighting. Adjustment of the material's specular attributes should enable you to create a real-looking glass object. -Alan Iglesias
#97250From: Judy WellerApr 15, 1994 7:26 AM
Thanks Alan — Placing that hilight really did the trick. Judy
#97274From: ALAN IGLESIASApr 15, 1994 10:05 AM
I'm glad it did the trick for you, Judy. -Alan
#96382From: John EllisApr 10, 1994 11:59 AM
Judy, use something like refmap.gif on your glass as a texture map along with transparency, this will help simulate reflected ambient light. -JE
#97251From: Judy WellerApr 15, 1994 7:26 AM
Thanks for the tip. Judy
#96386From: Apr 10, 1994 12:20 PM
Judy: I would recommend reading Michele and Glenn's book "Glass and Reflections", part of their Tips & Tricks series, which has excellent ideas for creating any type of glass surfaces inside 3D Studio! (Of course, "Inside 3D Studio" covers this pretty well, also! <g>) Greg Pyros
#96406From: John TissavaryApr 10, 1994 3:38 PM
I'll second that, Greg. I've been able to get nice glass effects by building upon what I learned from that tutorial book. John Tissavary (LUNA cie)
#97252From: Judy WellerApr 15, 1994 7:26 AM
Just got "Inside 3D Studi" – Great book. Conrgratulations. Judy
#97272From: Apr 15, 1994 9:48 AM
Judy: Glad you like the book! Thanks from all of us! Greg Pyros
#96407From: John TissavaryApr 10, 1994 3:38 PM
I usually have my shininess and strength cranked way up, along with transparency. I also slide the reflection strength up, usually a lot more than 9% (no wonder you can't see the glass). Try messing with settings between 30% and 80%, and add one or two lights for specular highlight. The reflection map, however, is the key to effective glass. Also, I would use a .tga (unless you're just rendering flics or gifs) instead of a .cel. John Tissavary (LUNA cie)
#96444From: Phillip L. MillerApr 10, 1994 9:25 PM
You've received several good suggestions already, but to be fair we have to know a few things. Is this an animation? Is there a background of any sort? What can be seen through the case? (not just the vase) Examine the glass, in say a Jeweler's. The glass catches only glances of other light. One's perception of "glass" are these interminate occurences of refelection, shade and very slight distortion as they occur over time. In creating an animation these effects would be very subtle in any given frame and would only read when played (as would a VHS movie of a store's display). If your goal is a still frame, then you need to be VERY careful of not over-doing the effect. Glass is subtle if not invisible (that's why one uses it for a display case <g>) and if you force the effect the glass may seem rippled, smoked or mirrored – very strange material choices for a case. The key then is the gleam of a glancing light and perhaps a subtle refelection in the highlight (Specular Maps work great for this). The effect of glass is also most evident when you can compare it to the side where there is no effect and to the inside edges where one would see through two layers of glass to what's beyond (sorry, but I'm a realist at heart <g>). – Phil p.s. 70% transparency is WAY TOO opaque for a glass case (assuming it is clean and you do want to see inside). Try "pushing" the plane of glass to the side half way and see the effect of this translucent glass and that of no glass at all – there has to be a big difference.
#97253From: Judy WellerApr 15, 1994 7:26 AM
Phil — This is a still. Placing the Hilight helped a lot. But you are right about smoky glass which is the problem I have found if I use REFMAP.GIF as a texture map, What exactly do you mean by "puching" the plane of glass to the side half way? What I am modelling is an antique vase in a museum display case. I put 4 long corners of metal on the 4 corners to make sure that the display case effect was more noticeable. Like you I too am realist and I have found that that is very hard to achieve. There are times when I do something and feel that I am ALMOST there but not quite. Judy
#97302From: Phillip L. MillerApr 15, 1994 12:26 PM
>>"puching" the glass to the side <g> Typo; I ment pushing it to the side – just so you can see the effect of your glass material vs. none. – Phil
#97423From: Judy WellerApr 16, 1994 7:47 AM
Thanks for the clarification! The Book is outstanding! Just out of curiosity, who thought up and did the many fine examples in the book? I am reading the chapter on Perspective and was curious who did all those drawings and 3ds examples. Judy
#97472From: Phillip L. MillerApr 16, 1994 6:47 PM
Glad you like our book! Chapter 2 on perspective? Steve & I wrote that one (Steve wrote about motion theory and I the rest). As for ilustrations & examples – we each did our own for our respective chapters: Steve: Chapters 1,2,3,4,8,9,15,16,19,20 Phil: Chapters 2,5,6,7,10,11,12,13,14,18 Greg: Chapters 1,17,21,A,B,D John: Chapter 20 Alan: Chapter B Happy reading, – Phil