i'm currently working on a project which includes rendering candles
in a solid glass candleholder… i've managed to create some decent
glass materials, however they all seem to work well only for thinner
walled objects, such as windows or cups…
does anybody have any suggestions for how i can
get a realistic "thick" piece of glass… one of the
problems seems to be in how it distorts objects
which are seen behind it… also, any tips related to
setting up lights for glass effects would be greatly
appreciated…
thanks…
joe
There's a nice simulated refraction effect by Tim Forcade in the new
3DS Special Effects book from New Rider's Publishing, Joe. Also,
experiment with specular highlights (use the Place Hilite command
with exclusion) and basic reflection maps to make that glass material
more realistic.