Glass surface test by RandomBastard
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Description
I used the model I made of a Rolie Polie Olie toy to try out some tests of surfacing and lighting.
I put the objects in a basic room setting, threw in some luminous panels to create a fake specular highlight/reflection and then put an area light where the panels were.
The specular channel is off as I think I'm getting better results (more glassy) by creating objects to stand in for the highlights.
Comments (7)
RandomBastard
P.S. There is also a little depth of field courtesy of the Digital Confusion plug-in.
loganarts
hey randombastard are u using shadow designer too? the results are outstanding! congratulations..very pro work! logan
themagi
Looks good. Would love to see 'em walking around.
laetia
hehehe! cute little models! Really nice render for a test! :o)
pnevai
Should have turned on caustics, I agree that reflection maps yeild sharper specular effects than specular mapping within LW for glass. Unfortunately it falls apart when you animate as the reflection map allwasy stays in the same perspective no matter what the angle.
RandomBastard
I'm not using shadow designer but Reduce Shading Noise cleaned up the shadow from the Area Light alot. I'm still getting the bones put in but I'm closer now to an animatable Rolie. Unforunately I have only animated in Bryce so I think it will be a long process. Pnevai brought up another reason I don't like reflection maps and use environments (like in this image) whenever reasonable. Thanks for the kind comments! I hope to post more tests as I explore LW.
Atariracing
it looks like rolly polly olie