DarkEdge opened this issue on May 08, 2009 ยท 18 posts
bagginsbill posted Fri, 08 May 2009 at 10:46 PM
First of all, is there anything in the scene to reflect because it looks like there isn't. You want to surround the glass with something like my environment sphere, so there's something to see reflected in the glass.
Helgard is right about the sum of those two values should be no more than 1.
You should not be using translucence - it is the same as ambient. (Trust me). You should not be using transparency either - that's what the Refraction is for. The transprarency is just going to give you a double image of the interior, because the refract shows you a refracted (turned) image and the transparency shows you things exactly where they really are behind the glass.
Turn off Reflect_Lite_Mult and Reflect_Kd_Mult. Never ever leave those on. I won't bother explaining why - trust me they cause trouble and have no basis in reality.
To make the glass look green, you should set a green color in the Refraction_Color input value.
The actual ratio of reflection to refraction is not a constant with glass. It depends on the viewing angle. As you look at the glass from different angles, you should see the amount of reflection change - from 4% (.04) when viewed straight on, to 100% when viewed on edge. This is the Fresnel effect.
The proper IOR for glass is indeed about 1.5, but the effect IOR for thin glass is very different, because the light enters one side (bending it) and leaves the other side after traveling only a short distance (which bends it back to the original direction, but from a slightly different position than if it had not encountered the glass.)
Usually to accomplish that we use an IOR close to 1, usually about 1.03 for thin glass. For thicker glass, maybe 1.06.
We have other issues as well. Unless this is a separate prop, it is going to cast a shadow. (Poser isn't smart enough to notice you're making a refractive material and light should be able to get through.) Which means that you have to play some tricks, like maybe sticking a weak point light inside the cockpit. Actually that's probably a good idea anyway. I'd go with a slightly blue color on the point light.
Also, unless you're doing this with Poser Pro and using render gamma correction, things will still not look real unless you put some more nodes in to gamma correct.
Blah blah ginger. You want the easy way out?
Go to my web site and get my Orb prop - it comes with a bunch of gamma corrected glass shaders. One of them is thin colored glass. !! Just what you need. It is 100% physically accurate.
http://sites.google.com/site/bagginsbill/free-stuff/orbs
When you load the material onto your prop, it has a sort of watermelon color by default. Look for the first node - it's a SimpleColor node. Change that to a green of your choice and you should be all set.
Don't forget to have something to reflect. Even if you just put a couple boxes nearby for testing at first. But ultimately you want a full environment.
http://sites.google.com/site/bagginsbill/free-stuff/environment-sphere
For earthly images to use with that, google equirectangular images, or search for equirectangular on flickr.
For space images, you might be able to find an equirectangular space panorama, but you probably could get away with just about any star field.
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