Hello Tim, I got a chromeshader and a good glass shader and I have
them booth hooked up with a mix2color node but my outcome is nothing
close to what i'm after ?
Christopher
Saturday, December 31, 2005, 1:43:10 PM, you wrote:
> 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
>>
>>
>>
>>> ---
>>> Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in
>>> body:
>>> unsubscribe xsi
>>
>>
>>
>> --
>> Best regards,
>> Christopher mailto:walksfar(at)netscape.ca
>>
>>
>> ---
>> Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in body:
>> unsubscribe xsi
>>
> ---
> Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in body:
> unsubscribe xsi
--
Best regards,
Christopher mailto:walksfar(at)netscape.ca
---
Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in body:
unsubscribe xsi