Been lurking on these boards for several months, quietly tinkering away at little personal projects to get up to speed with Blender. Not new to modelling, I’ve been doing it as applies to modding games for several years now and only this year got interested in rendering.
I was content to remain a lurker until trying to nail down this material got me to losing sleep at night. It’s driving me nuts. Basically what I’m trying to get is a lumpy transparent material with various solid objects inside it that actually look like they’re inside this big blob of goo.
I’ve gone through the search feature a dozen times and have found some great helpers, and have made some progress but am having problems crossing the final hurdle to finishing it. There was a “jelly” material posted in Blender General last week that I’ve been fairly pleased with, and a couple other glass type experiments I’ve played with.
Here’s the damage so far. Please ignore the geometry errors, the whole thing is a work in progress and I’m so distracted by the the problem of this transparent material that I have trouble focusing on all the other things that need attention.
I’m sure it’s pretty recognizable what I’m trying to model here. I cranked up the resolution and turned on OSA before hitting F12 and going to bed last night, just so I could squint at the details. There are three big problems that I see:
a) The blobs inside the shell don’t look like they’re inside it.
b) The shell dissappears in the center where there’s no green. Can’t even tell I have a bump map in place
c) Pixellated specular hilites. I don’t have set smooth turned on, but subsurf is on. Is this simply a poly count problem?
Here’s a screenshot of the current transparency material. The procedural texture is just a blend/halo:
Purely by chance I happened to sumble on an image this morning that gives a fair impression of the effect I’m seeking:
You can clearly tell you are looking through a clear ball, but there is very little refraction taking place. Objects viewed through it are fuzzy, and you can see the surface of the ball is scratched up a bit in the hilites.
Can anyone give some pointers? I am currently using the blender internal renderer, would switching to yafray improve things any? I have some experience with yafray, but that was long before it was integrated with blender so I’m not sure how it’s advanced in recent times.
thanks in advance,