Hello all,
Was wondering if anyone knew how these materials were created.
I can't figure out how the glass tube material was made. I tried a specular material but cannot recreate the one in the link and image. it also takes a really long time to render when I lower the Rey epsilon, and I thought I needed that to recreate the glass tube material.
Any ideas?
Thanks in advance!
https://www.instagram.com/p/Bjz75fWgCKy ... _copy_link
Win 10 64| 2*Geforce GTX1080ti | i7-5930K |32GB
Emission material inside a glass material.
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Hi,
here is a possible solution with X-Particles: I have used a Glossy with Falloff in Opacity, instead of a Specular material for the transparent tubes.
ciao Beppe
here is a possible solution with X-Particles: I have used a Glossy with Falloff in Opacity, instead of a Specular material for the transparent tubes.
ciao Beppe
Thanks bepeg4d!
What I'm trying to achieve is the blurred glow light source effect in the first attachment.
I can kinda achieve it when I increase the roughness of the secular/glass material, but then the reflection in the glass goes away. You can see this in the second attachment.
Octane forum, any ideas on how to obtain this effect?
C4D file here:
https://www.dropbox.com/s/aofrwknujsygp ... 9.c4d?dl=0
Many thanks in advance!
rooster
What I'm trying to achieve is the blurred glow light source effect in the first attachment.
I can kinda achieve it when I increase the roughness of the secular/glass material, but then the reflection in the glass goes away. You can see this in the second attachment.
Octane forum, any ideas on how to obtain this effect?
C4D file here:
https://www.dropbox.com/s/aofrwknujsygp ... 9.c4d?dl=0
Many thanks in advance!
rooster
Win 10 64| 2*Geforce GTX1080ti | i9-9900K 3.60GHz |64GB
Hi,
here is my attempt with Specular material with Scattering Medium node, I hope it could be useful: ciao Beppe
here is my attempt with Specular material with Scattering Medium node, I hope it could be useful: ciao Beppe
Why try to do all that in one material/object? You could either use particles or clones or even a trimmed sweep object inside the glass tubes to generate the emission. Another option would be to use the vertex map to drive a mix material that combines the glass material with a simple emissive one.