I’m quite new to Blender but dabbled in modelling over the past couple of years. I’m wanting to really boost my material, lighting, shading and rendering skills by creating some cool refractive glassy visuals. Ideally they’d be animated to fully show off the colours / light moving through the material, so found some references of what I’m after. This is an awesome photographs by a guy called Shane Griffin and also two links to motion graphics by a UK agency called Studio Treble (kudos to them both):
Throwing myself in at the deep end with this, how should I go about creating these sorts of visuals in Blender?
moony
(moony)
January 30, 2020, 10:23am
#2
You’ll need some suitable materials first - perhaps take a look at the threads below.
After that - it’ll be all about how you set up your lighting and background.
You can achieve dispersion a number of ways in cycles. The first and easiest method is to add three glass shaders. Each glass shader is set to either R, G or B - and the IOR is set differently for each one. This method is quite slow because you are using multiple glass shaders.
The second method is to add a procedural texture - then drive the RGB and IOR values through it. If you make the texture size small enough - you’ll get the dispersion effect without actually seeing the texture. I al…
I was wandering today on how to make a more accurate iridescence effect. I know that using the layer weight and a rainbow ramp can produce some acceptable look, but not quite accurate.
The big problem, is that cycles will color all the scattered rays with the same color at the point being rendered and not each ray by their own direction.
So i was thinking how to overcome this, and have something more real. And then i remembered that the samples for each pixel don’t hit everytime in the same pr…
Edit: See here for a node-based implementation of the code, supporting GPU rendering! Comes with all the materials as well
UPDATE 1.6: Support for double layers. Very suitable for metal/dielectric/metal stacks to simulate car paints
I have implemented a calculation of thin-film interference, or iridiscence, of metals and dielectrics. These metals or dielectrics may be described in a physically-correct way by n and k values (see
https://en.wikipedia.org/wiki/Refractive_index#Complex_refractive…
How about this as a first approximation. I created a colour ramp based on figure 6 in the first paper linked above.
There are three inputs.
Layer weight - sets how steep the falloff occurs.
Thickness (nm) - is the thickness of the iridescent layer in nm (values between 0 and 1000 are valid). This setting essentially determines where on the colour ramp you are.
Variation - this determines how much the apparent thickness changes with viewing angle (essentially it’s how wide a slice of the co…
Super useful, I really appreciate it!
Dear Robert, have you found the way, how to make this abstract shapes?