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Carrara F.A.Q (Last Updated: 2024 Nov 21 9:55 pm)

 

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Subject: Frosted Glass


Poodoo94 ( ) posted Wed, 25 June 2008 at 3:46 PM · edited Thu, 28 November 2024 at 10:31 AM

Any ideas on how to make a good (realistic) frosted glass shader for a modern lamp. I've played with translucency and transparency using the "Cloudy Glass" shader that came with the app. but not satisfied.
Any help/hints would be appreciated.


sparrownightmare ( ) posted Wed, 25 June 2008 at 3:50 PM

Glass is my nemesis.  I just spent three days getting a glass starfighter cockpit to have the correct transparency.  I would use a glow channel with a multiply with white color and a value shader at about 15 or so.  Transparency at about 80 or so and a crystal index of refraction.  Reflection at about 5


Poodoo94 ( ) posted Wed, 25 June 2008 at 4:17 PM

 Thanks, I'll give it a whirl...


Pinklet ( ) posted Wed, 25 June 2008 at 4:59 PM

 You can also add a "cellular" effect to the bump channel. For the forested part.


tkane18 ( ) posted Wed, 25 June 2008 at 5:01 PM

file_408982.jpg

Here's my attempt.  It's sure not easy.


sparrownightmare ( ) posted Wed, 25 June 2008 at 5:03 PM

I usually just cut the transparency back a little, increase the highlight and decrease the shininess.


MarkBremmer ( ) posted Wed, 25 June 2008 at 5:50 PM

file_408996.jpg

 Here's another look - don't know if it's what you're looking for though.

Mark






Xerxes0002 ( ) posted Wed, 25 June 2008 at 5:57 PM

There was one but I can't find it here or on Daz's site a thread that had a piece of glass attached to a wall like a sign.  It was frosted, but I can't find it now.


Poodoo94 ( ) posted Thu, 26 June 2008 at 10:18 AM

file_409038.jpg

 Here's my attempt, I guess it is more like a light  fixture. I used noise and color blend in translucency channel... thx sparrownightmare for the tips on where to start. Now to figure a way to keep outer light sources and the Scene's ambiant light from blowing it out to flat white...


sparrownightmare ( ) posted Thu, 26 June 2008 at 10:25 AM

Add a glow channel so you can get it to illuminate the way you want it, then go to the light sources and exclude the object from them..  You can use the glow channel on the object to make it bright.  I find translucency to be more trouble than it's worth.  Using the highlight, shininess, glow and transparency makes the shader simpler, faster to render and easier to manipulate.  You could always also use a subtle aura on it's effects tab to make it glow a bit.  I almost never use ambient light anymore if I can avoid it.  Using the indirect lighting system with the correct point and distant light sources produces a much more realistic effect.


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