pantheon glass

going along the guides in the glass tutorial at :

http://www.linuxgraphic.org/section3d/blender/pages/didacticiels/blender_material/tp1-index-ang.html

this is the final product of what I did:

http://www.ixaarii.com/elysiun/pantheon/final%20pantheon%20glass.jpg

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:

Milky glass
http://www.ixaarii.com/elysiun/pantheon/milky%20glass.jpg

and
Dark Essence

http://www.ixaarii.com/elysiun/pantheon/dark%20essence.jpg

greets,

The texture on your table needs help. And glass is probably the hardest thing to get right. I think your inner walls are too opaque.

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.

hmm ... maybe I will. thanks :P

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?

To get it to look like glass, i think you should give it a render it yafray.

Hi anarky, you are improving fast from your last render :smiley:

For textures, always use the biggest one you can possibly find, my minimum is 800 x 600, but i usually use 1024 x 768 or bigger

To seperate an object, select the vertices you want, and hit PKEY, then confirm.

to join meshes again, select both meshes (in pink mode) and hit CTRL J (or ALT, i forget)

godo to see you sticking to it :smiley:

r u serious??? not long ago I was doing 3d programming and I thought 256*256 were very nice big textures :stuck_out_tongue_winking_eye: … guess I’m changinge leagues :))

thanks for the improovement comment :stuck_out_tongue: blush

many thanks for the info … I’m learning more by the minute :stuck_out_tongue: sooo cool :stuck_out_tongue: (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 :stuck_out_tongue: … 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 :frowning: … and I might get out of touch :frowning: … 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.

:slight_smile:
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. :wink:
No offence meant :wink:

In case you didn’t find the thread, I copied the mini-tut. here it is:

  1. take 2-5 white planes, and put them together so they resemble an open box.
  2. add a primitive, ( or suzzanes head, as in my avatar ) and give it a colored material, and a slight emit value. place it in the box.
  3. select the planes, and suzzanes head, and go to radiosity buttons.
  4. press the button that says ‘gour’ for best results.
  5. now press ‘collect meshes’
  6. press ‘GO’ and watch blender go into ‘tron mode’
  7. when blender is done solving, press ‘replace meshes’, then ‘free radio data’
  8. Render

Hope this is of use to you.