l_glass > english
By Edgar Piña | October 23, 2004 | 3:15 pm or 3:15 pm GMT
The scene is basically an object with the l_glass shader attached, an spherical environment with HDR (mr tab of the maya shader), a cube blocking part of the environment, a cube with a surface shader to create a light card, a spot light emitting photons but no light and the camera.
The scene size can be smaller than the one i have, I just forgot to adjust ...
the lightcard shader is a single surface shader with outColor (value=10) but depens on distance to your object to light and the intensity itself... if you leave the default value (v=1) the light can be quite poor and a bigger value is suggested. The big cube containing the glass object is a single lambert (with the same environment connected to give it some color). The shading network for the glass object is something like this..
the l_glass shader is connected to the material shader slot as well as to the photon shader (contained in the lambert2SG .. was supposed to be a blinn, but i changed the type .. it doesn't really matter since we're going to disable maya shaders). mib_lookup_spherical is used to avoid a big sphere with hdr mapped (we can optimize render times) and finally, you may need to download a HDRI to use it in mentalray_Texture1 node (any from debevec.org).
Two scenes http://www.deathfall.com/download/misc/objetoGlass.ma
this one renders in 2 minutes aprox. but with low quality and without caustics/gi
this one http://www.deathfall.com/download/mi...etoGlassHiQ.ma
about 22 minutes...
I haven't done tests with different interfaces, but i think this weekend i can do that.. i'm preparing some test with the new misss =/
anyways.. a lot of work..
hopefully somebody here have been testing both...