Forum: Carrara


Subject: Transparency shading and object thickness

dmouritsen opened this issue on Oct 03, 2004 ยท 11 posts


dmouritsen posted Sun, 03 October 2004 at 3:25 PM

I would be grateful for some help with what I hope is a simple question.

I know that in Carrara one can add distance fog to a scene that will attenuate the intensity of a light ray in proportion to its path length. But can one do the same within an object shader, so that the thick parts of a glass object will be proportionately less transparent than the thin parts?

Thank you, in advance, for any information you can provide.


Hoofdcommissaris posted Tue, 05 October 2004 at 4:21 AM

Attached Link: Digital Carvers Guild

I think you are referring to te fresnel effect. Eric Winemiller's Digital Carvers Guild has the Shader Ops plug-in, that does a fake fresnell effect you can use in the transparancy/reflection channels of your shaders. Look it up!

dmouritsen posted Tue, 05 October 2004 at 11:04 AM

Thanks for your reply, Hoofdcommissaris. However, Im not referring to the Fresnel effect -- but I probably didnt word my question well.

What I would like to know is how to build an object shader that makes the object less transparent in direct proportion to how thick the object is. A thin piece of coloured glass will transmit more light than a thick one. Similarly, if one excludes Fresnel and refraction effects, a sphere of coloured glass will be more transparent near its edges than near its centre, where the glass is thickest.

Can you, or anyone else, help me out with this?


Hoofdcommissaris posted Tue, 05 October 2004 at 1:52 PM

Attached Link: Subsurface scattering

This reeks like subsurface scattering, a render/shading option that is not available in Carrara. I think it will not be in the near future, because Carrara does not handle it's objects as solids. But I might be brabbling now... You can google more on that of course...

dmouritsen posted Tue, 05 October 2004 at 2:03 PM

Thanks again, Hoofdcommissaris. Certainly subsurface scattering would be one way to model the effect Im after -- though, I think, an unnecessarily complicated way. As for other methods, you probably hit the target exactly when you said, Carrara does not handle its objects as solids. The distance fog option works according to the path length light travels between an object and the camera. If a light ray travels twice a given distance through the fog, it is dimmed by twice the amount. But there just doesnt seem to be any way to create a shader in Carrara that will do this within the boundaries of an object, attenuating the light passing through in proportion to the distance the light travels through an object of varying thickness. Sigh.


Hoofdcommissaris posted Fri, 08 October 2004 at 2:58 AM

Attached Link: "And by combining Lit and Angle, you can fake translucence!! "

Good news! Look at the link, I think translucency is the thing?

dmouritsen posted Fri, 08 October 2004 at 9:56 AM

Thanks, yet again, Hoofdcommissaris! I deeply appreciate all your help! I will check out that link immediately.


dmouritsen posted Fri, 08 October 2004 at 10:12 AM

Your link still didn't lead me to quite what I'm looking for, Hoofdcommissaris -- but it did lead me to a great deal of other interesting and very useful stuff! I'm definitely going to buy Shoestring Shaders today. But I still don't know how to create a shader where transparency decreases with the object's thickness . . .


falconperigot posted Fri, 08 October 2004 at 12:21 PM

This may be too coarse for what you are after but this was done using Elevation (Local space) as the mixer for two glass shaders, one with transparency reduced to zero to exaggerate the effect. You'll need to play with Height, Blend and Axis depending on your shape but at least it *does* reduce the transparency with the object's thickness...

HTH

Mark

Message edited on: 10/08/2004 12:22


dmouritsen posted Fri, 08 October 2004 at 12:51 PM

That is so very clever, Mark! It will indeed produce the effect I'm after for any object on which the side opposite the camera is flat, and can be adapted for any object whatsoever -- discounting slight inaccuracies created by perspective if I don't use an isometric camera and assuming I account for the addition of next object sides -- by splitting that object in half along a plane perpendicular to the direction to the camera. Great!!! Thanks, very much, Mark!


falconperigot posted Fri, 08 October 2004 at 4:08 PM

That's good, I'm glad you can use it!