Formats: obj Size: 7 mb Lowpoly…. Formats: Cinema 4D. Formats: exr, jpg Size: mb Parking Grid…. This site uses Akismet to reduce spam. Learn how your comment data is processed. Cinema 4D c4d. Maya ma,mb. Blender blend. Collada dae. Sketchup skp. Autodesk fbx. Lightwave lwo. Rhinoceros 3dm. Free Textures. Free Lights ies. Interior Scenes. Exterior Scenes. Other Scenes. Reception and Bench.
Office Furniture. Other Furniture. Stairs and Fence. Building Tools. Interior Tools. Exterior Tools. Architectural Tools. Wall Panel. Here the settings are more subtle. Going Further The ultimate goal of any material setup is to produce a visually pleasing result. It does not matter if the numbers are "right" if the resulting material is negatively affecting the quality of your final image.
This tutorial was designed to introduce you to some new concepts of material creation, and to provide a good starting point for your own experiments. To further increase the realism of your glass material, you might experiment with the transparency Fresnel shader to approximate a logarithmic scale - the example here is linear. See this page for some scientific information on the Fresnel effect and a graph that shows how the reflectance of glass changes with the angle of incidence.
You can also produce colored glass with this technique. A good way to do this is to change the mode of the Fresnel shader in the transparency channel to "Multiply" mode instead of "Normal". Then adjust the transparency color controls to taste.
You may find that with tinted or transparent glass that you have to dramatically increase the Specular brightness to keep the highlights white. You may also want to explore surface caustics rendering to add realism to the way light moves through your glass and interacts with surfaces behind it. Creating Glass Material for Cinema 4D. A default glass material as recommended by Maxon, makers of Cinema 4D. Surface color set to white. Step 1 — Color If you look at ground glass — glass where the diffuse property is directly visible because the surface is no longer polished and transparent — you will observe that it is white.
So, step 1 of our material setup is to make the material white. Decreased Diffuse reflection. Step 2 — Diffusion Diffusion level controls the amount of scattered light a surface reflects. A soft, unpolished surface has a higher diffuse reflection level than does a hard, polished surface. So here, we are turning down the Diffusion level of our material to a low level, since glass is hard and polished.
Be sure to turn off the "Specular" flag since we don't want this setting to affect the specularity of our surface. The surface diffuse property has been modified. A Fresnel reflection property has been assigned to the surface. Step 4 — Reflection Glass reflects its surroundings, but not equally so in all directions. Perpendicular views to the surface of glass result in low reflectance. Here is an explanation of the phenomenon.
Later you will see how these values interact with the transparency settings to arrive at the correct final material reflectance. The result is a perfectly transparent surface with specular highlights, but there are several problems with this surface.
It has no reflections despite the reflection settings , it has a peculiar double specular spot, and the object casts no shadow whatsoever.
You can address each of these problems. We'll start with the simplest - the Fresnel quality of glass transparency and reflection.
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