the interesting part here was the way an additional light that was 1st layer only (after moving glass to second layer) was made to have a spot inside the glass’ shadow, to simulate some more raytracer like look with Blender’s renderer.
and from the many intermediary versions these are two (fast renderings) that I found more interesting:
Cool man. Looks tricky. I think I will try that tutorial as well. I am thinking some radiosity might help it along somewhat. But first I must complete my ghost ship. :Z And hey, if you haven’t tried radiosity, I left a simplified ‘how-to’ in ‘General’ subforum. (I think) It’s really quite easy, I wish more people would try it.
what would you receomend to fix a texture that looks jagged? mine was looking bad … but it seems I over smoothed it … but if you’ve got a large textture, but you still like it … what would you recomend to make the texels not looks so obvious?
I wouldn't know what to do about the inner walls in particular .. the final object was obtained by extruding an original one .. and what could I dod now? Really, is there anything tha could be done ? like if I selected just vertices in the middle (that'd be tricky .. how? ) .. then what? how would I separate them from the big object, & then make them more transparent?
r u serious??? not long ago I was doing 3d programming and I thought 256*256 were very nice big textures … guess I’m changinge leagues :))
thanks for the improovement comment blush
many thanks for the info … I’m learning more by the minute sooo cool (I soo wish blender had a kind of fog vertices into the distance for easier selection of close ones)
hopefully I stick to stuff hard … and maybe I’ll get to live out of it … I’m sorry though that I’m thinking I might learn wings3d soon (from initial try seems to be very powerfull for modelling) … and then I won’t be able to put my work there here … and I might get out of touch … and just when I was getting accustomed to the community
256 x 256 is an OpenGL constraint that’s used for games, which are an entirely different can of worms than going for detail as people around here often do. The higher the resolution of your textures, the better they’ll look up until you reach the point where you human eye won’t notice the difference.
One thing that separates newbies from veterans in use of blender is that Newbies still believe that it’s possible to achieve reasonable looking glass with B.
No offence meant