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glass test

Cinema 4D Realism posted on Apr 19, 2004
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Description


The 'trick' here is to give the glass material 5% luminance with a hint of cyan, so that it never gets pushed to black, also a colour value of 40% grey. This image has no radiosity or post fx, it was rendered with hdri, Thanks to the person who made the jug (from liquid contest). I have used fresnel for reflection, refraction, and transparency. There is no diffuse channel... This glass is very flexible and looks good from every angle, never gets too hot (contrasty) I like a reflection depth of 5.. and refraction of 1.8. This test only took a few minutes to set up but if you really want my c4d file you can email me at mail@nixon3d.co.uk

Comments (5)


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soapy

1:33AM | Tue, 20 April 2004

Very nice glass.

LCGuy

6:33AM | Tue, 20 April 2004

With a black background, the glass will be more reflective, but, true glass is more reflective at its edges than at its center of the viewpoint. You may want to try testing your glass formula in a real scene with objects and walls, etc.. to see how it works, to have a real all purpose glass. So far, though, it looks pretty good here. ;)

nixon3d

9:50AM | Tue, 20 April 2004

dear lcguy/all, fresnels have been applied with accuratish attenuating scales. I have animated this, it looks very real in all situations / angles correction to above spec: color channel = white at 20% brightness, lum channel = R 7, G 14, B 12 @ 40% brightness index of refraction must be set higher than reality to make it look more real! but this bends the light more than it should so bear that in mind when what you see throughh the glass is important..

nixon3d

9:52AM | Tue, 20 April 2004

also has subtle bump at 3% - noise scaled to 1000%

Lynne

6:35AM | Wed, 21 April 2004

I'll have to remember this when I do some glass...thanks!


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