Forum Moderators: wheatpenny, TheBryster
Vue F.A.Q (Last Updated: 2024 Dec 30 8:14 pm)
Hi Laurue, Thanks! Yeah, I guess "frosted" would be a good way to describe it. I haven't even yet gotten to the bump planning stage, since i wanted to at least try to get the material close first. I actually started with just a blank material and have built it up from there. Strangely enough, I came up with acouple new water materials in the process...DOH!
Hey Mike, that looks good! Four or five arms would work equally well. On the glass, try lowering your highlight global intensity and size. Frosted glass isn't very shiny because I think its actually an acid etching process. Maybe you could try making your bump map and set variable highlights to match the bump map? Rich
Thanks for the suggestions and compliments. :) Rich, there are no highlights on it at all, err, at least I don't think there were. I am starting to think that it'll be the bump which determines the effect. WHAT was I thinking? Of COURSE, the bump will be needed! Doh! And Beck, I forgot all about Varian's material, but I want to be able to call this all my own, because after I get the materials right, I want to take it back into Rhino and work on it just a little more, before I put it in Free Stuff. Needs a chain and a canopy, after all. :)
I think one of the things which bugs me most about it is the way it's reflecting. I had reflections turned to 0%, as well as the "turn reflective with angle" down to 0%. I wanted to have a certain degree of transparency of course, but not much-- enough to be able to see that there is in fact a bulb under each glass, but it almost seems as if the reflections are coming from within it. I think I approached the whole thing wrong, really. :) For me, glass is one of the things which seems to have way too many variables, and I haven't really gotten into editing glass materials as much as terrain materials. Anyhow, I'm starting to think that the glass, when finished, out to have some sort of bitmap texture applied to it as well, so I'll be UV mapping the whole thing after I smooth out the glass a little more in Rhino. I think I might just end up re-building the whole thing in the end, since the "bulbs" also are just a little too faceted right now.
Hmmm what always gets me with semi seethrough stuff in Vue is that the color, noise or whatever you do to an item always seems to be on the inside, with the transperant or glassy bit on the outside. Now if there was a way to make the stuff the same material all the way through then you could do a better alabaster shade. Pace pace is that the mailman with ... ?
Catching up to this late, but I really like the stained glass design, too, although the frosted also looks good. The thing I'd recommend on both is to simply reduce the transparency to whatever it takes to get the right look. It might be 16% or maybe 35% or even 78% -- that's going to vary with the actual material, the lighting, and your ideal. Also, when working with glass, set the dark fade-out color to black and the light fade-out to white. If you have some specialty glass, something else might work better, but I've found that black and white really make a huge difference in helping the glass look like glass. The other recommendation I'd add is along the lines of what Beck suggested, and that is to focus first at the basic appearance of the glass you want -- ignoring the ideas about glass. In other words, ignore transparency, ignore reflection, highlight, etc. Go for the color and the visual texture -- the way it looks like it would feel if you could touch it. Once you've got those points looking right, then move also to transparency. Leave reflection to last, because it usually doesn't take much if any on a good glass. Also -- wow, nice model! :D
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