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A little Expirement of Glass Settings

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A little Expirement of Glass Settings Empty A little Expirement of Glass Settings

Post by mokong Mon Jun 22, 2009 9:37 pm

i'd like to share two glass settings.. please choose which one is better.. either "A" or "B"? i also included the snapshots..

A little Expirement of Glass Settings Glass

settings for "A"..
Reflection: RGB 185,185,185 ; Refraction: RGB 238,238,238

A little Expirement of Glass Settings A


settings for "B".. ( i got this from a tutorial site but i add a little tweak on the settings)
Reflection: RGB 185,185,185 ; Refraction: RGB 238,238,238

A little Expirement of Glass Settings B


hope may e share kau pra mapabuti pa ito...

PS: to the moderator paki transfer na lng po if hindi to nababagay sa help line.. Very Happy
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Post by pedio84 Mon Jun 22, 2009 10:58 pm

mas like ko yung A sir mokong...aprub s akin. heheh thanks for sharing na rin. kailngan ko rin to. nag eexperiment pa din ako a glass shaders ko.. 2thumbsup
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Post by mokong Tue Jun 23, 2009 2:45 am

pedio84 wrote:mas like ko yung A sir mokong...aprub s akin. heheh thanks for sharing na rin. kailngan ko rin to. nag eexperiment pa din ako a glass shaders ko.. 2thumbsup

ganun ba.. salamat din... kau guyz ano pa pwdng e dagdag dito? nahihirapan kac ako sa glass settings eh gusto ko kasi yung realistic tingnan... hehehe...
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Post by mokong Tue Jun 23, 2009 6:44 am

salamat po sa moderator at na transfer na... Very Happy dito lng pala sa resources... heheh...
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Post by jenaro Tue Jun 23, 2009 6:59 am

sino magaling dyan?lumabas na...oppps maling thread pala... peace man thnx for sharing pareng mokong! 2thumbsup medyo kinakapa ko din itong settings...
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Post by archbmc77 Thu Jun 25, 2009 9:39 am

Sir mokong maraming salamat nitong tuturial mo laking tulong to sir sa akin kc nahihirapan talaga ako sa glass shader minsan nakakatsamba pero kadalasan hindi. Sir tanong ko lang din ano ang dapat na gamitin sa vray G.I. environment at sa REFLECTION environment pag ginamit ko tong glass mo? kung HDRI ano ang map type sir na gamitin( angular, spherical or mirrored?) tsaka ano dapat ang value sa overall multiplier at sa render multipier? tsaka ang gamma sa hdri ginagalaw pa ba yun sir? pasensya na sir dami ko tanong, pero try ko din tong mat mo. salamat ulit sir.
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Post by Sardo Numspa Thu Jun 25, 2009 11:39 am

Hello Sir, I like them both but if pressed, I like the B version better. Thank you for sharing.
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Post by Butz_Arki Thu Jun 25, 2009 6:01 pm

nice tuts bro!!
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Post by mokong Sun Jun 28, 2009 6:05 am

archbmc77 wrote:Sir mokong maraming salamat nitong tuturial mo laking tulong to sir sa akin kc nahihirapan talaga ako sa glass shader minsan nakakatsamba pero kadalasan hindi. Sir tanong ko lang din ano ang dapat na gamitin sa vray G.I. environment at sa REFLECTION environment pag ginamit ko tong glass mo? kung HDRI ano ang map type sir na gamitin( angular, spherical or mirrored?) tsaka ano dapat ang value sa overall multiplier at sa render multipier? tsaka ang gamma sa hdri ginagalaw pa ba yun sir? pasensya na sir dami ko tanong, pero try ko din tong mat mo. salamat ulit sir.

sir xenxa na ngaun ko lng nareplyan to.. medyo bz kac.. hdri po gamit ko jan sa environment at tsaka sa reflection.. spherical gamit ko... meron naman tau example ng render settings bro sa tutorial section.. explore mo na lng doon.. Very Happy
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Post by v_wrangler Sun Jun 28, 2009 6:42 am

This is one of the most complicated glass setting I've ever saw, not that it is entirely wrong. But a gradient ramp with falloff on each ramp is just overdone waste of ram.

My usual recipe for glass is

a. black diffuse,
b. falloff to mask reflections (fresnel is physically correct but it doesn't allow you to further control the mask) ,
c. and the reverse of that falloff in the refractions.

What it does is - give you strong reflections at the glancing angles and less where it is totally parallel to the camera. Transparent in areas with less reflections and opaque where it isn't.

Glass is black in the diffuse so that the control for the glass color comes from whatever color you put in the refraction. Remember that glass acts like a filter - if its blue, anthing behind it will be refracted with a tint of the same color.

For large panels of glass, sometimes it helps to add big but low intensity noise bump maps to distort the evenly perfect reflections. What we assume as perfectly flat isn't really flat in real life...

And BTW, without a good environment (map) your glass renderings will remain bland, distasteful and boring.

Bon appetit!
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Post by mokong Sun Jun 28, 2009 6:49 am

v_wrangler wrote:This is one of the most complicated glass setting I've ever saw, not that it is entirely wrong. But a gradient ramp with falloff on each ramp is just overdone waste of ram.

My usual recipe for glass is

a. black diffuse,
b. falloff to mask reflections (fresnel is physically correct but it doesn't allow you to further control the mask) ,
c. and the reverse of that falloff in the refractions.

What it does is - give you strong reflections at the glancing angles and less where it is totally parallel to the camera. Transparent in areas with less reflections and opaque where it isn't.

Glass is black in the diffuse so that the control for the glass color comes from whatever color you put in the refraction. Remember that glass acts like a filter - if its blue, anthing behind it will be refracted with a tint of the same color.

For large panels of glass, sometimes it helps to add big but low intensity noise bump maps to distort the evenly perfect reflections. What we assume as perfectly flat isn't really flat in real life...

And BTW, without a good environment (map) your glass renderings will remain bland, distasteful and boring.

Bon appetit!

salamat po sir v.. sa ngaun medyo naliwanagan na ako ng kaunti sa glass settings.. hop u could give as tuts for this.. Very Happy
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Post by mokong Sun Jun 28, 2009 6:50 am

ano po yung falloff to mask reflections? paxenxa na hindi ko maintindihan.. peace man
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Post by v_wrangler Sun Jun 28, 2009 6:57 am

Any color or map you put in the reflection slot of a standard material or vray material will determine the strength of the reflections.

If you put a falloff map there, it will act as a MASK to control where the reflections shall appear. White (in the falloff map) will let the reflections pass thru and Black (in the falloff map) will stop the reflections.
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Post by mammoo_03 Sun Jun 28, 2009 7:01 am

thanks sir vertex, very informative. dami naming natututunan ah.
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Post by mokong Sun Jun 28, 2009 7:02 am

v_wrangler wrote:Any color or map you put in the reflection slot of a standard material or vray material will determine the strength of the reflections.

If you put a falloff map there, it will act as a MASK to control where the reflections shall appear. White (in the falloff map) will let the reflections pass thru and Black (in the falloff map) will stop the reflections.

paano po kung dark brown po yung color ng glass? saan ko ilalagay ang color na dark brown, sa diffuse, reflection or refraction?
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Post by mokong Sun Jun 28, 2009 7:04 am

mammoo_03 wrote:thanks sir vertex, very informative. dami naming natututunan ah.

marami talaga tayong matutunan dito bro.. Very Happy
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Post by v_wrangler Sun Jun 28, 2009 7:06 am

The real idea is to observe glass around you.

If you are walking parallel to a glass display lets say in greenbelt, you will normally see the reflections of the people or stores in the other side of the path. You will never see what's inside of that glass displays unless you intentionally face the glass displays. This is what you call "FRESNEL".

Reflections on glass objects that's perpendicular to your line of sight (camera) will remain strong and opaque. But anything that's parallel will be less reflective but transparent.

Of course all this talk about fresnel will be of no value if we are dealing with mirrors which is refelctive wherever you look from.

To mimic fresnel, we use the falloff map which is basically a masker in maxspeak. Since it is reliant on the camera angle, it is a perfect companion to control where reflections should appear.


Last edited by v_wrangler on Sun Jun 28, 2009 7:36 am; edited 1 time in total
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Post by v_wrangler Sun Jun 28, 2009 7:11 am

mokong wrote:
v_wrangler wrote:Any color or map you put in the reflection slot of a standard material or vray material will determine the strength of the reflections.

If you put a falloff map there, it will act as a MASK to control where the reflections shall appear. White (in the falloff map) will let the reflections pass thru and Black (in the falloff map) will stop the reflections.

paano po kung dark brown po yung color ng glass? saan ko ilalagay ang color na dark brown, sa diffuse, reflection or refraction?

I'd make my diffuse black, concoct my dark brown color in the color selector, bring the saturation slider down a bit (depending on how transparent you want it to be) and put the resulting color in the refraction slot or if you use a falloff, in the front slots.
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Post by mokong Sun Jun 28, 2009 7:14 am

salamat po sir.. one last thing sir v.. ano po yung sinasabi nin u na reverse of the falloff in the reflection ang gamitin sa refraction? reverse po ba ng mix curve?
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Post by mammoo_03 Sun Jun 28, 2009 7:16 am

ayos sir, very well explained, salamat po.
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Post by v_wrangler Sun Jun 28, 2009 7:23 am

mokong wrote:salamat po sir.. one last thing sir v.. ano po yung sinasabi nin u na reverse of the falloff in the reflection ang gamitin sa refraction? reverse po ba ng mix curve?

You could reverse the mix curve or nest this falloff on another OUPUT map with invert set to on.

Kabaligtaran ng falloff mo sa reflections ang ibig kong sabihin.

The falloff map (parallel/perpendicular) has two slots to mask colors. FRONT and SIDE. FRONT means parallel so for reflections, it should remain darker than the color you put on the SIDE slot. So for example, if you have black in the FRONT slot and white on the SIDE slot, that means reflections will be strong at the sides of the objects and less or none at all at the inner parts of the objects.

You reverse this falloff (Black at the SIDES and White at the FRONT - assuming the example above) so that it will be transparent where there is no reflections and opaque where it is reflective.

If you do not do this - all the reflections you set will be lying on the transparent areas which is not how the real thing works.

Whew!

Smile
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Post by mokong Sun Jun 28, 2009 7:33 am

v_wrangler wrote:
mokong wrote:salamat po sir.. one last thing sir v.. ano po yung sinasabi nin u na reverse of the falloff in the reflection ang gamitin sa refraction? reverse po ba ng mix curve?

You could reverse the mix curve or nest this falloff on another OUPUT map with invert set to on.

Kabaligtaran ng falloff mo sa reflections ang ibig kong sabihin.

The falloff map (parallel/perpendicular) has two slots to mask colors. FRONT and SIDE. FRONT means parallel so for reflections, it should remain darker than the color you put on the SIDE slot. So for example, if you have black in the FRONT slot and white on the SIDE slot, that means reflections will be strong at the sides of the objects and less or none at all at the inner parts of the objects.

You reverse this falloff (Black at the SIDES and White at the FRONT - assuming the example above) so that it will be transparent where there is no reflections and opaque where it is reflective.

If you do not do this - all the reflections you set will be lying on the transparent areas which is not how the real thing works.

Whew!

Smile

salamat po ulit.. napakakulit ko talaga.. Very Happy
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