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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 w
Hi Christopher,
see if you can find a material/shader
on www.highend3d.com orwww.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 w
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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