I am trying to make a world globe. I want the continents to be a solid color and I want the ocean part to be glass.
I have stayed away from node based materials because they seems so buggy. But this project seemed like an ideal candidate for node based material. But once again I find that the Materials nodes just don’t work correctly. Perhaps I have not set it up the right way? Can someone take a look at my file when you have the chance.
Thanks
The image shows two hemi-globes. One with a non-nodes attempt at my dual material solution and the other with the failed nodes attempt. I want the gray area to be glass with an IOR greater than 1.0.
I wonder if anybody has a solution for this? It seems like a Blender basic, mixing two materials. It just does not seem to work.
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I’ve tried to play a bit with nodes. I’m not sure, if that is what you like to get. But it has transparency and solid areas.
Perhaps it gives you some ideas.
You’ve mixed the colours correctly, but you haven’t mixed the alphas at all. Mitoko has it nearly right, but not quite. I’ve attached a .blend that uses the stencil’s alpha to mix the alphas of the two materials together.
There are two materials being mixed together, called black_glass (the transparent material - this is the one with an alpha of 0.356) and red. They are being mixed together using the alpha of the material called Stencill.
I guess I see a little progress. I did not realize you had to mix the alpha. I remember reading that certain nodes carry the alpha through the image channel, but anyway… it still does not work the way I want.
Consider the adjustments I made to rawpigeon’s fixed version.
I want the glass to be clear and have a high IOR but as you can see by the posted image, I can not see the magnified version of the yellow cube array through the glass even if I lower the alpha of the glass all the way to 0.0.
Why doesn’t the glass portion work correctly? I should be able to see the magnified yellow grid through the glass.
Playing around with Mitoko’s version I feel like it is very close to what I need, but there is no IOR present.I don’t understand why the node system does not convey the IOR information? Notice how there is no warping of the yellow cube array as it is viewed through the glass. That is what the IOR should do, warp the image as it is viewed through glass.
It looks like the node system ignores IOR and just uses standard z-transparency.
And just to be clear on what I am trying to achieve, here is a non-nodes version with the IOR clearly present. Notice how the yellow cubes are magnified on the outside of the bowl.
Now this would almost work, but I want the continents to be red and not reflective.
That is why I thought the nodes mix system might be of use here.
I don’t fully understand raytracing with nodes, but here’s something that works, to an extent. To be honest, you might be better off using regular materials for this one.