anxcon opened this issue on Apr 27, 2006 · 4 posts
anxcon posted Thu, 27 April 2006 at 11:19 AM
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'sa 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.
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

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 =/