How Do You Create Stained Glass Windows?

FauvistFauvist Posts: 2,152
edited September 2013 in The Commons

I need to make stained glass windows for a cathedral and I need to be able to light the windows from outside the church, so that the light goes through the coloured glass to the inside of the church. I don't need the glass to be translucent from outside, but it has to be natural looking from inside. Any ideas? Like this http://www.daz3d.com/the-church-props

Thanks!

Post edited by Fauvist on

Comments

  • Richard HaseltineRichard Haseltine Posts: 102,363
    edited December 1969

    Well, rays need a volume shader (like uberVolume with DS). Translucence is available in uberSurface, also in DS, and coloured shadows require setting the Opacity colour/strength to the inverse of the diffuse colour.

  • none01ohonenone01ohone Posts: 862
    edited December 1969

    Not sure if this is any help.
    http://www.dfly.com/

    I was previously looking into this, but didn't find a tutorial.
    Looked for free glass textures but didn't find any good ones. Will keep a eye on this post as I'm as interested in this as you are.

  • FauvistFauvist Posts: 2,152
    edited December 1969

    Not sure if this is any help.
    http://www.dfly.com/

    I was previously looking into this, but didn't find a tutorial.
    Looked for free glass textures but didn't find any good ones. Will keep a eye on this post as I'm as interested in this as you are.

    Thanks. I took a look at the link - it's great for designing the window, but it's not for making it into a 3D model of any kind.

  • patience55patience55 Posts: 7,006
    edited December 1969

    Shape a cylinder, fix the colours, use a transparency for degrees of transparency, fix the opacity levels ... stick in window aimed inside as you please. Add appropriate real lights too to get the shadows, etc.

  • Herald of FireHerald of Fire Posts: 3,504
    edited December 1969

    It's for stuff like this that I found Luxrender to really come into its own. If you don't own Luxus, you might want to at least give it a try as it's perfect for doing exactly what you're looking for. This one is just a quick example I did a while back to test the effect, but as you can see, the result speaks for itself. Using Merlin's 'The Church' in this render.

    Church.png
    800 x 800 - 930K
  • none01ohonenone01ohone Posts: 862
    edited December 1969

    I was thinking that I'd create a plane in a 3d modeller, split it up into material zones then import into DS.
    Usually the modellers have an option for background image, just trace over it with a polygon tool.

    @HeraldOfFire
    Took me ages to figure out when using Luxus that the 'Fogbox - Volumebox' had to have a clear line of sight between the sides, which meant poking it into a scene behind the camera, removing walls, or presumably you could zero down the opacity of the wall behind the camera. (thanks again for the IBL set), would like to add a night/moon sky but couldn't figure out how after making a pic. Any chance of a tut?

  • Merlin StudiosMerlin Studios Posts: 317
    edited December 1969

    Fauvist said:
    I need to make stained glass windows for a cathedral and I need to be able to light the windows from outside the church, so that the light goes through the coloured glass to the inside of the church. I don't need the glass to be translucent from outside, but it has to be natural looking from inside. Any ideas? Like this http://www.daz3d.com/the-church-props

    Thanks!

    For the church windows I set the ambient colour to white and the ambient strength texture the same as the diffuse. The rays were modelled by extruding the shape of the window, scaling up the end furthest from the glass and adding a gradient map to the opacity strength.

  • Herald of FireHerald of Fire Posts: 3,504
    edited December 1969

    I was thinking that I'd create a plane in a 3d modeller, split it up into material zones then import into DS.
    Usually the modellers have an option for background image, just trace over it with a polygon tool.

    @HeraldOfFire
    Took me ages to figure out when using Luxus that the 'Fogbox - Volumebox' had to have a clear line of sight between the sides, which meant poking it into a scene behind the camera, removing walls, or presumably you could zero down the opacity of the wall behind the camera. (thanks again for the IBL set), would like to add a night/moon sky but couldn't figure out how after making a pic. Any chance of a tut?


    Not sure if you're asking for a tutorial on how I did my Church image or one for night scenes (hint, I tend to cheat on the latter).

    Merlin's Church, as described above, came with a separate surface which provided a rather nice effect but I hid those surfaces and used the fog volume for rendering in Luxus for a more natural look. With more time and the right settings, you can even get a dappled effect from the stained glass on the ground. Here's and old example when I was just getting to grips with Luxrender. I've progressed considerably since then.

    Defiance.png
    839 x 892 - 788K
  • none01ohonenone01ohone Posts: 862
    edited September 2013

    Apologies Fauvist, for side tracking a mo.

    I meant how to put a new HDR/IBL globe onto your IBL set. As I wanted a night sky.
    It didn't appear to be achievable just by changing the jpg.
    Sorry for not being clearer.

    Just found a Gimp tutorial for a stained glass window effect.
    http://www.beastwithin.org/blogs/wolfheadofselfrepair/2012/03/stained-glass-gimp-and-inkscape

    I've just been putting images on a primative plane, image in the diffuse and a greyscaled inverted one into opacity.
    Couldn't find transparent or translucent settings which I guess are Uber shader settings

    /Edit. Just using a plane with image experiment, but in Luxus/Luxrender. Need to merge it in Gimp with some rippled glass texture though.

    hopepope.png
    1020 x 573 - 1M
    Post edited by none01ohone on
  • FauvistFauvist Posts: 2,152
    edited October 2013

    Thanks Merlin! It sounds coplicated to create. When I render your Church in Poser 2012 I can't get the rays of light to look right.

    Merlin_Church_God_Rays_1_copy.png
    831 x 1067 - 2M
    Post edited by Fauvist on
  • FauvistFauvist Posts: 2,152
    edited December 1969

    Fauvist said:
    Thanks Merlin! It sounds complicated to create. When I render your Church in Poser 2012 I can't get the rays of light to look right.
    Merlin_Church_God_Rays_2_copy.png
    755 x 1053 - 1M
  • FauvistFauvist Posts: 2,152
    edited December 1969

    I was thinking that I'd create a plane in a 3d modeller, split it up into material zones then import into DS.
    Usually the modellers have an option for background image, just trace over it with a polygon tool.

    @HeraldOfFire
    Took me ages to figure out when using Luxus that the 'Fogbox - Volumebox' had to have a clear line of sight between the sides, which meant poking it into a scene behind the camera, removing walls, or presumably you could zero down the opacity of the wall behind the camera. (thanks again for the IBL set), would like to add a night/moon sky but couldn't figure out how after making a pic. Any chance of a tut?


    Not sure if you're asking for a tutorial on how I did my Church image or one for night scenes (hint, I tend to cheat on the latter).

    Merlin's Church, as described above, came with a separate surface which provided a rather nice effect but I hid those surfaces and used the fog volume for rendering in Luxus for a more natural look. With more time and the right settings, you can even get a dappled effect from the stained glass on the ground. Here's and old example when I was just getting to grips with Luxrender. I've progressed considerably since then.

    That's a great effect. I guess I'm going to get Luxus and try with it. Thanks!

  • srieschsriesch Posts: 4,241
    edited December 1969

    Although I haven't tried it, there was also a stained glass related article on the DSA website that you might find interesting if you are working with stained glass:
    http://www.dreamslayerartworks.com/vB3/showthread.php?9305-DS4.6-How-I-created-a-stained-glass-window-colored-reflection-on-floor
    (Can't remember if you need to be a member to see the article or not.)

  • Eustace ScrubbEustace Scrubb Posts: 2,701
    edited December 1969

    Well, rays need a volume shader (like uberVolume with DS). Translucence is available in uberSurface, also in DS, and coloured shadows require setting the Opacity colour/strength to the inverse of the diffuse colour.

    Would it be better, perhaps, to set the Opacity color to the Refractive Color inverse?

  • Richard HaseltineRichard Haseltine Posts: 102,363
    edited December 1969

    Well, rays need a volume shader (like uberVolume with DS). Translucence is available in uberSurface, also in DS, and coloured shadows require setting the Opacity colour/strength to the inverse of the diffuse colour.

    Would it be better, perhaps, to set the Opacity color to the Refractive Color inverse?

    Possibly - the opacity map should be the inverse of the colour you want the light passing through the window and lighting objects or effects inside the room to be.

  • zawarkalzawarkal Posts: 1,018
    edited December 1969

    Although I haven't tried it, there was also a stained glass related article on the DSA website that you might find interesting if you are working with stained glass:
    http://www.dreamslayerartworks.com/vB3/showthread.php?9305-DS4.6-How-I-created-a-stained-glass-window-colored-reflection-on-floor
    (Can't remember if you need to be a member to see the article or not.)

    Yes, that was me. Here is the image I created for the challenge.

    caustic.jpg
    1777 x 2000 - 495K
  • zawarkalzawarkal Posts: 1,018
    edited December 1969

    and here is the tutorial if it helps anyone

    >>basic scene elements needed:

    the stained glass image desired

    two planes
    - one for stained glass image
    - one for floor to show the reflected image

    a light posed from behind the stained glass image plane
    - any light source should work
    -- I used distantlight
    -- also tested spotlight and it worked
    - light must have a shadow
    -- must use raytraced
    - light must be rotated so that shadow will appear on floor

    a default camera will work

    the Image Map shader

    >>basic scene setup

    position the stained glass plane and floor plane at 90 degree angles

    position the light behind stained glass image plane
    remember to set the shadow type to raytraced

    align camera so stained glass floor reflection can be seen

    create the Image Map shader
    - select the stained glass image plane in the scene
    - select the stained glass image shader surface in the surface editor
    - open shader mixer
    -- ds4.6 Window>Panes (Tabs)>Shader Mixer
    -- a pop-up window will open showing the DAZ Default Material shader
    -- insert Image brick
    --- ds4.6 right click in material window Insert>Bricks (Default)>Functions>Textures>Image Map
    --- a brick will be added to the material window
    --- set the connections from the Image Map brick going to the DS Default Material brick
    ---- connect Image Color (C) to Inputs>Reflection Color
    ---- connect Image Color (C) to Inputs>Refraction Color
    ----- it may not require both or may not require either, but this is what I did
    ---- connect Image Alpha (F) to Inputs>Diffuse Color
    ----- without this connection, it will not work
    ---click Apply to create the shader

    note: if you always wish to use the same image in the shader you can set the in the Image Map brick on the Inputs>Image item

    make desired changes to the shaded surface(s)
    - select the desired surface(s) in the editor panel (should still be selected)
    - scroll down to Image
    - click the drop down arrow and browse for the desired stained glass image

    render your basic image
    - make sure raytrace value is > 0
    -- higher raytrace values may increase render times

    now tweak your image for best placement
    and, add your remaining scene items
    remember that reflection shows up best on lighter color floors

    set_connectors.jpg
    1157 x 768 - 179K
    add_image_brick.jpg
    1157 x 768 - 209K
  • icprncssicprncss Posts: 3,694
    edited December 1969

    Since light rays are usually visible due to particulate matter such as dust, try adding a small amount of noise to the shader.

  • zawarkalzawarkal Posts: 1,018
    edited December 1969

    icprncss said:
    Since light rays are usually visible due to particulate matter such as dust, try adding a small amount of noise to the shader.

    I would love to get light rays working. Could you be more specific on how to add the noise to the shader? I was learning to do caustics when I created the shader mentioned above and I just got lucky. I would welcome additional help on improvements to this shader.!.

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