First Glass Attempt

I did the “Model a Silver Goblet” tutorial ( to help me learn to solve some smoothing problems I was having modeling a guitar for another project (

I decided to take a shot at making a glass material that might render well, and I’m pleasantly surprised with the results. (Even the glass gave me a thumbs up.) Anyway, this is the first time I’ve tried to do something realistic rather than cartoonish, and I’ve only been using blender for a month or two, so I’m anxious to hear what you all think.

This is all very new for me, so I welcome harsh crits. I need to learn, and that’s the best way.

Bigger image at:

Pretty nice but in my opinion the glass color isnt transparent enough (probably can be solved by reducing Alpha setting)

Thanks Borgleader. Actually, reducing the alpha setting didn’t have any effect on the transparency (though I have no idea why). So I reduced the filter on the raytransp and cut the ray mirror a bit.

Now it looks a little more transparent. Should I go further?

Big image at:

Also, here’s a pretty dumb question: How do I make sure the base of the glass is exactly on the table. So far I just zoom in, grab, and line it up by eye, but I’m not sure if the base is sunk in a little or perhaps elevated a bit.

What I’m wondering is . . . Is there away to make the two objects solid and aware of each other somehow so that they don’t pass right through each other when I move them around?

yes, but that’s physics, and only invoked when you play in the Game Engine. When you Grab an object in Blender, you can move it anywhere (physics is not calculated). In fact, sometimes it looks better when the objects actually intersect slightly, (like the base of the glass is sunk into the table).

Yea and most of the time the physics engine DOESN’T give accurate results. it gives fast results, so the glass might be slightly above the surface of the table.

Thanks PapaSmurf and LazyCoder. So does that mean that eyeballing it is the only way to go? Or is there some sort of numeric measurement for the edges of objects that I’m not aware of?

If your floor is a flat plane, you can select the bottom row of vertices on the gobblet, hit shift-s - curser to selection. Then select the floor in object mode and hit shift-s - selection to curser. I think that should do it.

Thanks KJ3D, but I must be missing something. When I do that, the only thing that happens is the 3D cursor jumps from the glass too the floor. The glass itself doesn’t actually move.

Well, doing it this way, the glass won’t move - the floor will. So don’t do it this way if it is important that the floor stays exactly where it is.

For the second step, make sure you tab out of edit mode, select the floor in object mode, then do selection to curser (instead of curser to selection again)

However, all this is somewhat irrelevant - I believe transparancy is sometimes messed up when it intersects with something. Zooming in as far as you can in perspective mode and eyeballing it to a point just above the floor plane (using shift for really small movements) will give more satisfactory results, I think.

I know i always say this when someone tries to render glass in Blender Internal but i recommend glass rendering in renderers like Yafray or even better Indigo or any other Unbiased renderer the results are stunning but the rendertime is bigger.

Perhaps add just a little bump mapping to the wood (enable “nor” in the “map to” settings).
Also, looks like the glass specularity “hard” value looks too low. Try jacking it up to 150 or so.

YAFRAY! thats my advice