Re: Creating reflective glass but not the usual way!

Date : Sat, 31 Dec 2005 19:43:10 +0100
To : <XSI(at)Softimage.COM>
From : "Tim Leydecker" <BauerOink(at)gmx.de>
Subject : Re: Creating reflective glass but not the usual way!
Hi Christopher,

see if you can find a material/shader on www.highend3d.com or
www.xsibase.com also check the samplematerials that come
with the XSI install, see if you can find a good glassshader,
a chromeshader and maybe something like a carpaintshader.

The glassshader is to get an idea about the amount of transparency
and refractions required (to raytrace) a good looking glass(bottle).

The (environment mapped) chromeshader to get used to the
look and feel of a good environment map. Take that as an
example to google for more reflectionmaps.

The carpaintshader would be the extra mile, it´ll probably
have at least one specular component, maybe even several
layered ontop each other to give that *the impression of depth*
you have when you stare at a highpriced, well-done car.
Skip the paintflakes, you don´t need those, replace with
the basic glass shader setup you´ve disected earlier.

You should end up with a shadingnetwork that let´s you
control pretty much everything - optimize down then:-)

Cheers and a happy new year!

tim


----- Original Message ----- From: "Christopher" <walksfar(at)netscape.ca>
To: "Tim Leydecker" <XSI(at)Softimage.COM>
Sent: Saturday, December 31, 2005 7:06 PM
Subject: Re[2]: Creating reflective glass but not the usual way!



This is exactly what i'm after, you couldn't go into a little bit more
detail on how I could pull this off?
And to Kim, yeah I know I have to spend a little more time in the
rendertree I have been and I understand much more I know those two
clr2slcr nodes were not needed i'll put the excuse on I was tired
probably at that time :)

Thank You all
Christopher


Saturday, December 31, 2005, 5:52:52 AM, you wrote:

Hi Christopher,

I guess you´re trying to get that distinct *white stripes across
window* look, as in toons or carphotography but don´t want
to have anything else (of the environment) appear reflected?

There´s at least two different ways, depending on wether the
reflection should change depending on the cameraposition or not.

If the reflection is supposed to change depending on viewingangle
you´d probably stick with an environment map, the more abstract
the more stylish/stylized the result. You´d most likely get a good
start by finding a chromeshader/tutorial that uses environment maps
and just adding in transparency to that shader.

It´s most likely going to be some sort of a black/white gradient map,
or something with a large portion of *sky* gradient in it, I guess.

If you map this environmenttexture using surfaceUV´s instead
you obviously end up with a reflection independent of viewing angle.

The other way would be to use an extra light/pass on a material
that´s all black exept for transparency and specular, maybe even
having refractions and comping that ontop later.

Gives great control, adds *brilliance* and you can see the effect
in the viewport. Also great for rimlights, backlights, filllights,
tweaklights or whatever you´d like to call it. Usually adds
quality and detail to a render.


cheers

tim



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-- Best regards, Christopher mailto:walksfar(at)netscape.ca


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