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Poser - OFFICIAL F.A.Q (Last Updated: 2026 Jun 12 10:03 pm)



Subject: P6 mat room, "shower door" type glass?


anxcon ( ) posted Thu, 27 April 2006 at 11:19 AM ยท edited Fri, 22 May 2026 at 6:44 PM

screwing around trying to get that type of glass, with the "foggy shattered" look, any ideas?

thinking cell node controlling bump and refraction, but not found anything nice yet =(


ockham ( ) posted Thu, 27 April 2006 at 1:08 PM

Attached Link: http://ockhamsbungalow.com/MiscProps/TranslucentLampshade.zip

The Translucence parameter in P6 works well, but there's

a trick.  You have to have the FRONT of the object facing

the light, and the BACK of the object facing the camera.

(Front and Back in terms of normals.)

Here's a sample of a translucent lampshade: the inner

layer is the translucent part, and its normals face

the light bulb.  The outer layer is semi-transparent,

and its normals face the camera. 

 

You could do a shower door similarly.  Take two one-sided

squares; face them oppositely; set the layer inside the

shower to translucent, and the outer one 80% transparent.

Add a Spots or Clouds node to the transparency on the

outer one.

My python page
My ShareCG freebies


anxcon ( ) posted Thu, 27 April 2006 at 7:23 PM

hmm.....not quite the effect i'm going for

tried finding a pic, but i'm at work -_-

the glass i'm trying to make, is like....ever seen office doors? the old PI movies have em alot :)
and the glass is foggy, but has areas "bumped" out it seems, giving the effect of a lense
if the fog is taken away, you would see a very slight "zoomed out" effect of whats behind it

so i know refraction will be used, and a bit of reflection (glass duh)
cell node for the pattern, in either bump or dispacement

but it doesnt look like it should -_-


anxcon ( ) posted Thu, 27 April 2006 at 8:32 PM

file_340029.jpg

for tests, just using a cylinder behind a square

refraction 1.5, granite/cell/noise (pick one, granite is above) into bump 0.15
cell looks to makes bumps a bit smoother, but looks more uniform rather than random =/


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