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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 13 5:20 am)



Subject: Calling Bagginsbill - Need help with a glass material


LaurieA ( ) posted Tue, 27 August 2013 at 3:38 PM · edited Thu, 13 February 2025 at 4:50 AM

I am using PP2012 and what I need is a clear glass material (for a bottle) that I can add a label to (plain text alpha map) and be able to make that text any color and/or a metallic.

I have a bottle and the liquid inside must show thru the glass (the liquid is a separate object and the bottle glass has thickness).

I've been trying all afternoon to knock the label out of the glass material with its own flat color and tried metallic too, but I keep bombing ;).

Any help would be appreciated :).

Laurie



markschum ( ) posted Tue, 27 August 2013 at 4:21 PM

paper label or just lettering on the glass ?  you can mask it without much trouble. seperate shaders for the glass and the lettering before the node using the mask.

 

I think I have an example from a couple years ago.


LaurieA ( ) posted Tue, 27 August 2013 at 4:26 PM · edited Tue, 27 August 2013 at 4:26 PM

I tried that first thing. LOL And no paper...just lettering.

Didn't work for me. Guess I'm gonna need an example.

Laurie



wimvdb ( ) posted Tue, 27 August 2013 at 4:54 PM · edited Tue, 27 August 2013 at 5:00 PM

file_497660.jpg

You need a glass which is uvmapped to position the letters

Then it is a matter of adding a mask

This is the simplest way of doing it. Now you can modify the glass as you wish

See example

Math node is a simple substract to get the inverse 
Fresnel is the standard default fresnel
The texture node contains the movement of the lettering to get it into position

 


markschum ( ) posted Tue, 27 August 2013 at 5:25 PM · edited Tue, 27 August 2013 at 5:27 PM

file_497662.png

Here is an example of a node based overlay using the blender node and a mask image.

 I masked the transparency value and used a blender node on diffuse.

late for dinner , will post the nodes later if Bill doesnt.


ghostship2 ( ) posted Tue, 27 August 2013 at 6:22 PM

file_497663.jpg

something like this: you need inverted maps...one for the stuff you want to be reflective/refractive and one inverted version of that for the defused lettering/lable

W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740


LaurieA ( ) posted Tue, 27 August 2013 at 7:38 PM

Quote - You need a glass which is uvmapped to position the letters

Then it is a matter of adding a mask

This is the simplest way of doing it. Now you can modify the glass as you wish

See example

Math node is a simple substract to get the inverse 
Fresnel is the standard default fresnel
The texture node contains the movement of the lettering to get it into position

 

Did that ;). But thanks. :)

Laurie



LaurieA ( ) posted Tue, 27 August 2013 at 8:10 PM

Ok, I solved my dilema by creating a "label" material zone. Thanks guys.

Laurie



LaurieA ( ) posted Tue, 27 August 2013 at 8:12 PM

Quote - something like this: you need inverted maps...one for the stuff you want to be reflective/refractive and one inverted version of that for the defused lettering/lable

I do have a mask and I did use it inverted, however - the glass mat I'm using uses the reflect, refract and the alt specular. Like I said above, I made a label material, made the stuff I didn't want transparent and I can do whatever I want with the letters. Problem solved ;). Won't work with some stuff, but in this case, it worked well.

Laurie



seachnasaigh ( ) posted Tue, 27 August 2013 at 9:08 PM · edited Tue, 27 August 2013 at 9:08 PM

The discriminator map should control transparency, reflection, refraction, and specular as well as the diffuse.

Poser 12, in feet.  

OSes:  Win7Prox64, Win7Ultx64

Silo Pro 2.5.6 64bit, Vue Infinite 2014.7, Genetica 4.0 Studio, UV Mapper Pro, UV Layout Pro, PhotoImpact X3, GIF Animator 5


bagginsbill ( ) posted Tue, 27 August 2013 at 9:16 PM · edited Tue, 27 August 2013 at 9:31 PM

file_497672.jpg

So much simpler if you don't try to modulate all those root node channels.

You know how to make a glass that goes into Alternate_Diffuse, right?

You know how to make a paper or paint or anything that goes into Alternate_Diffuse, right?

So - you have two shaders - glass and paper (or whatever) - each resulting in one node that goes into Alternate_Diffuse.

Combine them with a Blender node, and run your mask into the Blending factor. The Blender goes into Alternate_Diffuse.

PS - Because of Poser's internal refraction mistakes and/or deal with thin glass, I don't use the Fresnel node. To simulate thin glass, build it up from reflect+refract+fresnel_blend and use different IOR in the refract to get it to behave.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


LaurieA ( ) posted Tue, 27 August 2013 at 11:04 PM

Thanks BB...I know how to make the alt diffuse things...just wasn't clear on how to combine them. I think I tried every way BUT the way you have it tho. LOL.

Brain dead today ;).

Laurie



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