Re: Creating reflective glass but not the usual way!

Date : Sun, 01 Jan 2006 17:20:49 -0500
To : XSI(at)Softimage.COM
From : Todd Alan Peleg <todd(at)theholdingcell.com>
Subject : Re: Creating reflective glass but not the usual way!
he was suggesting to use them by themselves to understand what each one does do achieve its results... so you can try to recreate them in your own way...

my problem is.. i still don't understand why you need to do what you're doing the WAY you're doing it...

but./.. i would change my methodology.. i would like to see examples of what you want that were achieved exactly like you want..

that is... show me a stillfrom a comic book or something like that where there is obviously no reflecting .. show me a drawing..

though.. once i see it... i be i will say.. take that and just texture your "glass" object exactly like that...

stop thinking of it as glass if it isn't going to be glass....think of it as a textured object and texture it to look like whatever you want it to look like.

does that make sense??

todd


Christopher wrote:
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
        

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


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