FranOnTheEdge opened this issue on Nov 18, 2012 · 27 posts
wimvdb posted Tue, 20 November 2012 at 8:03 AM
First of all - you need to have something to reflect - behind the camera and possibly a roof. Esxample: If you look at a mirror, what you see in the mirror is what is actually there. In 3d it is the same - you need to have something to be there to see it otherwise it will use the background color (which is the black in the reflect node)
Getting the scrawlings back is a bit more complicated.
The refract node acts as a transparency map. You have to use either the transparency or refract. Refract is more accurate for glass. So turn off (set to 0) the transparency channel
Now you need to decrease the amount of refraction where the scrawlings are. You can do with the map which is now in the transparency channel. I can't see in your screen shots how they look like, so I am not sure what is needed. In most cases you would need to inverse that map. You do that by creating a math node, make it Subtract, then set value 1 to 1 and set value2 to 1, then plug the transmap in value 2. Then you would use the endresult and plug it into the refract value in the surface node. This will give you less transparency - more color - where the scrawlings are.
But this is a bit of guess work since I can't see the actual texture and transparency maps