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Re: Noob render question

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Brian Jones
Re: Noob render question
on Sep 17, 2018 at 8:05:54 pm

So if you look at a glass in the real world you only see it due to the light it reflects, the way it changes the objects behind it (visually) and any surface imperfections (which are always there - no matter how small).
In 3D there's nothing to reflect by default so you have to provide the scenery, either by putting in lights, luminant objects, using a Sky object with a texture on it etc.
The transparent texture should also be considered, while the IOR of 1.6 in the glass material will distort things behind it, some absorption and roughness in the reflection help as well. Using the layer fresnel in the refection is a good idea too.
The shape of the object is important too. The round teapot shows off the lights well since the round shape will always reflect light back to the camera no matter where the lights and camera are. A flat surface like your logo is going to be a problem because the lights and camera need to be in just the right place for the light to get reflected to the right spot (where the camera is). It would help a lot to bevel the the edges of the logo to give an 'edge glint' but your object is really hard to bevel due to it's construction. It would be a lot easier to start with the splines that were used to make those two objects and Extrude them in C4D where you could add a bevel very easily but you would still have to pay attention to where the lights (or other objects) are to reflect back to the camera the way you want.

Here's a teapot and two flat glass planes with one light in a otherwise blank scene, you can't even see the planes since the light is not in the right position relative to the camera.



Here's the same scene with a stage object placed in



better but no reflections of the light, no shadows. Because it's the simple (fast) renderer shadows are not going to show unless there is some color/absorption in the material



Light reflecting off/through an object and onto the surroundings is Caustics which is enabled in the render settings and in the lights



This is all with the standard renderer. If you use GI you get much better glass and surroundings integration but it takes a lot longer to render, in a addition you can light the scene with an HRDI texture which also reflects in the glass.



or



This all only scratches the surface of all that's involved but it's a start. Reflective (non-transparent) surfaces are the same thing no metal/shiny thing looks good until it has something to reflect whether it real geometry, an image attached to a sky/big sphere or an image in the environment channel of the material at least.


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