Making glass in DS
Eva1
Posts: 1,249
Does anyone know of any good tutorials or have any tips on making glass in DS? I've tried using the DS glass preset but it doesn't look right. Is glass heavily affected by light in DS (compared to Bryce)? (I've already tried the stickied post on shader mixer tutorials and recipies but there doens't seem to be anything there).
Post edited by Eva1 on
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Are you after shader mixer settings or standard DS settings .
As regular DS setting I tend to use. I find as long as you have raytrace setting set to at least 4 in your render settings these look very good.
Diffuse Color 108 119 134
strength 100%
Glossiness 95%
Specular Color 200 200 200
Specular strength 100%
Specular Through opacity = on
Ambient Color 225 225 181
Ambient Stength 25%
Opacity Strength 25%
Bump Setting (to show if using a bump map)
Displacement (to show if using a displacement map)
Reflection Color 255 255 255
Reflection Strength 75%
Refraction Color 255 255 255
Index of Refraction 2.00
Lighting Model = Plastic
Thanks for sharing those setting Neil. I'm after either, DS normal or Shader Mixer type galss. What I want is to make glass that looks as if it has some volume, like you can in Bryce. I'm not quite there yet...
This is what those settings look like rendered in DS4 (no lights) this is in Art collabs new set (Build A Scene) for which I created the DS settings for the lamp looks better than the window at the moment as tit has more items to reflect off. To add a bit of volume you may need to add a texture map or a bump map to the glass.
here are the same sort of settings with a bump map applied as well ( still rendered with no lights or not a lot to give good reflections)
The Shader Mixer Presets' Glass Shader was made for DS3 (or earlier?) to handle caustics. Shader Mixer was upgraded in DS4.0 and the upgrade broke the Chrome and Glass shaders.
If you run the Caustics Sample scene you will not get what you see in the thumb nail. The caustics work but the Chrome is not reflective. In the Glass shader the caustics are broken too. DAZ has so far not given any hint on how to fix them and I would not be surprised if it still broken in DS4.5.
There was a thread in the old forum were we tried to get a glass caustic shader to work.
Cheers! Oom
Thanks for this, NeilV1. Just saved that as a couple shader presets for my own use. :)
One, I used your settings exactly, the other I did without Refraction, for those times when I need the faster render speed over the accuracy, and I think it came out pretty nice. (three distant lights, under a sky-dome prop)
Neil that some nice glass work there. :)
Thanks, Neil, looks lovely :)
That is great, caustic glass at last :-)
I've just tried these setting for the Daz default shader in DS4.6, but it doesn't look much like glass.. what am I doing wrong?
WHat do your render setting look like? With glass and mirrors the render settings are just as important.
As Frank said render settings make a difference. I would guess that your Max raytrace depth is too low. As it looks from your image these glasses have a thickness to each side so you would need at least 4 Ray Traces for the light to penetrate the four sides of the glass so the light passes all the way through. And no you don't need an extra one for Ray Traced Shadows as you can get Ray Traced shadows with Max Ray Trace Depth at 0. :)
they are using the AMR "very high quality" render settings preset (which includes a max raytrace depth of 4)
Should have taken a better look as you have shadows...doh!
Ok can you show the surfaces please and what lights are you using?
oh and I noticed Neli's settings on page 1 has Specular Through opacity = on If no transmaps are used then turn it OFF.
I am using these lights (recommended as a standard test set for materials) elsewhere in this forum (wancow's thread)
http://www.sharecg.com/v/69039/view/21/DAZ-Studio/WC-3Delight-Baseline-Test-Lighting
I did think the problem was that the excessive grey look of the glass was just the background. So I have added a more interesting background , but they still look very grey. And they seem to be refracting way too much.
also, fyi, the left hand glass has "coke" in it
Ok the lights will do fine.
Personally I lower Diffuse colour to about 20 -30% and opacity down to 5% and I don't use Ambient at all. The colours you choose aslo makes a difference to
What color do you have set for your specular and reflect
I just used the settings at the top of this thread
spec 200 200 200
reflect 255 255 255
Edit, Nevermind. Neil posted it earlier
Not to push my own product but there is no better glass that what LuxRender does. All images were made using Reality for Studio.
Cheers.
great images Paolo, is there a reality plugin for DAZStudio 4.6 ? Since I moved from DS 3.1A I've missed having Reality as a render option.
Absolutely. I released Reality 2.5 a while ago. It works great in Studio 4.6.
Cheers.
And of course similar results can be got with Luxus which is available for both DS and Carrara
Yes, I know all about Luxrender (and Reality) but the render times are prohibitive, so I am trying to master 3Delight.
So with all respect to Pret A 3D, can we go back to my glasses?
I have lowered diffuse to 25% and ambient to 0%. but it also occurred to me that the refractive index might be too high (as most glass is actually more like 1.5, not 2.0). This may be what is giving the "over refracted" look
Also, the problem with dialling opacity down to 5% is that the glasses don't cast shadows... Not sure what to do about that.
Here is my latest attempt. Still not looking very natural... is the glass too thick?
Ok, I think the problem was the model, not the surfaces.
I have applied the same surface settings to a different glass and it looks fine now
(this is diffuse=0% by the way)
Thanks for the help!
Hi,
I work about a monocle and i can't make sharder of glass with DS4.6.
My glass obj has two faces... I vould like to have transparency but it d'ont work correctly. I can't use render engine because my CG is too old.
Could you help me please. I try with this setting ;
Diffuse Color 108 119 134
strength 100%
Glossiness 95%
Specular Color 200 200 200
Specular strength 100%
Specular Through opacity = on
Ambient Color 225 225 181
Ambient Stength 25%
Opacity Strength 25%
Bump Setting (to show if using a bump map)
Displacement (to show if using a displacement map)
Reflection Color 255 255 255
Reflection Strength 75%
Refraction Color 255 255 255
Index of Refraction 2.00
Lighting Model = Plastic