paulbrittgarcia opened this issue on Nov 18, 2003 ยท 11 posts
paulbrittgarcia posted Tue, 18 November 2003 at 8:56 PM
Im trying to make crystal glass plates with etchings on them! I have no problem making the actual etched plates. My problem arises when I apply the standard crystal preset to the item and render. The item picks up too much reflected color off the the surroundings (ie. ground / sky / objects / etc) If I change the reflectivity or specularity either one of 2 things happens: Either the object disappears or turns white QUESTION: How can I render crystal objects so they appear as crystal objects! Britt
Slakker posted Tue, 18 November 2003 at 8:59 PM
Maybe try a different glass texture, i don't know what you're really talking about without seeing an example, but i don't know that there really is anything you can do, short of making a new texture.
madmax_br5 posted Tue, 18 November 2003 at 10:00 PM
lower refraction levels will pick up less color. leave reflection at zero for all glass objects all the time. specularity at 50, specular halo at rgb 248 248 248 give that a shot.
paulbrittgarcia posted Tue, 18 November 2003 at 11:18 PM
Zhann posted Tue, 18 November 2003 at 11:28 PM
I can see the design in the second one it's just very faint...
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paulbrittgarcia posted Tue, 18 November 2003 at 11:36 PM
If I use the standard crystal mat on the plate --- it comes out almost totally black because the mat reflects so badly! Britt
Zhann posted Tue, 18 November 2003 at 11:51 PM
Sams3D has an etched glass coffee table, buzz 'em and ask how they did it.
Bryce Forum Coordinator....
Vision is the Art of seeing things invisible...
madmax_br5 posted Wed, 19 November 2003 at 2:55 AM
Enable "total internal relfection" in the render options and set it to 10. Set the maximum ray depth to 15. Do a quick render and see how that turns out. What are your scene settings? Is it just the default scene with the bryce sun? The glass should have transparency 100 and diffusion zero, the design should have transparency 100 and diffusion 75 (also a very bright specular halo)
shadowdragonlord posted Wed, 19 November 2003 at 5:47 AM
Aye, Madmax might be right, but lack of ray-septh would produce null-reflections which are black, not white... Is the etching geometry-based, or material based? Are you using booleans to actually carve the diamond? If so, try Madmax's advice... If it's a texture, try using the source image as a lattice and carving into the glass, it might produce better results. Thus, you could use the negative to "paint" the etch material into the glass....? Ideas...
paulbrittgarcia posted Wed, 19 November 2003 at 10:01 AM
The etching is a symmetrical lattice (positive)with a black and white picture applied! Maybe I should try the etching as a negative! Britt
shadowdragonlord posted Wed, 19 November 2003 at 7:33 PM
Aye, I agree, in my limited experience with etchings, it would be a negative. This might help add to realism? Just an idea!