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-
- The Art Of Glass.
-
-
- Glass is perhaps the hardest look to perfect. It is obviously a worthwhile
- attribute to use, but it is tricky to get it just right.
-
- The first obstacle is just to get it working. The MOST common complaint is
- "I can't make ANYTHING transparent". The reason is a bug in Imagine. ANY
- shininess in an objects attributes shuts down transparency. You have to use
- 0 shiniess. Not a small amount, zero. Only then can you get it to function.
-
- Transparency is controlled by the filter attribute. The higher the
- attributes, th more light of that color gets though. In this way, the name
- "filter" is a bad choice in my opinion- to filter light completely, you
- select 0 0 0. Good transparency needs a good amount of amplitude. Subtle
- amouts just do not show up. For a transparent object, 200 is the smallest I
- use, but you can experiment. Objects that you can see clearly through I
- usually pump up to 240-255. Also, glass has a SLIGHT bluish tinge, so I use
- RGB= 250,250,255. Cherry Jello might be 240, 140, 140.
-
- Glass is a real light reflector- It has very bright, tight highlights. I
- crank specular up to 255,255,255, and hardness up to 255. Having soft
- higlights looks wrong and also blocks out some of the image coming though.
-
- If you want to use glass, don't forget the index of refraction. The index of
- refraction tells how much light bends when it moves from one media to
- another. The larger the index, the more the bend at the intesection. A value
- of 1.0 makes no bend, and is like air. A value of 2.9 will bend light so far
- that it's almost unreal. A list of refractive indeces-
-
- Air 1.02
- Ice 1.309
- Alchohol 1.329
- Water 1.333
- Glass 1.50
- Quartz & salt 1.644
- Diamond 2.417
-
- Remember, setting a sofa to being transparent with an index of refraction of
- 1.309 will NOT make everyone say "Wow! Its made of ice!" The other
- attributes are just as important in giving transparent objects character.
-
- Also, with the index of refraction too high, light coming though will be so
- bent there will be no image recognizable. Especially for objects that are
- large or complex, a lower index of refraction looks better (and traces
- faster!) Anything that is transparent becomes a lens, and a sofa is a
- crummy optical instrument. For a transparent sphere, I had to lower the
- index to 1.08 to make objects on the other side recognizable.
-
- Roughness and altitude maps are particularly effective with transparent
- objects. The direction light bends depends on the surface orientation at the
- spot it enters and nothing else. Thus, a rough or altituded (?) surface adds
- a lot of effect to the transparent light. Think of a fresh ice cube- you see
- a lot of light though it, but the frost on the outside makes it hard to look
- at anything THROUGH it. If the frost melts, the outside surface is smooth,
- and you can see though the ice pretty easily.
-
- I prefer using a random altitude map made by using the airbrush in DPaint III
- rather than using the roughness attribute. The reason has to do with roughness
- being a random surface direction change (like it should be), but its not
- consistant from frame to frame of an anim- it looks like there's lots of
- bugs crawling on it, to steal Scott's complaint.
-
- The surface direction is very important to the character or transmitted
- light, so Phong shading is very important as well. Phong shading smooths
- objects made of polygons into a smooth(er) surface, as opposed to having
- faceted sides like a cut jewel. Phong shading is used for determining the
- direction light bends, so (just like roughness) it will make the character
- of your object change.
-
- A note- If you have any of the objects I put on ab20.larc.nasa.gov, some
- objects are NOT phong-shadable. This has to to with them having duplicate
- points and edges so Imagine doesn't realize the faces are adjoining. To fix
- this, use an undocumented feature in the detail editor, called "Merge" to
- merge the dupicate points, then you should be fine. The objects in the first
- two files on ab20 are all this way- the files 3-5 I think I caught most of
- them and already merged them.
-
- The color that you set glass determines the shade Imagine will give to
- non-perfect glass- ie glass without transparency set at 255 255 255. Black
- ( 0 0 0 ) works well, since then the color doesn't cover up the image.
- You can experiment, though.
-
- One last important attribute of glass is reflection. Glass reflects light a
- little bit, so should be slightly reflective. Too reflective, and the
- transmitted image gets overpowered. Think of a window- you see though it
- quite clearly without seeing much reflection. At night, when there is little
- light coming though, you can see the mirror-like qualities of the glass.
- Transparency should almost always dominate. Good value for reflection are in
- the range 30-60, and again, I use a SLIGHT blue tint.
-
- A fun, advanced topic is lenses. You can make them, and they'll actually
- work! To make a simple lens, make a primative sphere of a pretty hefty # of
- slices and sections (like double the default). Go to "select points" mode,
- and use the dragbox to select all but the top 20% of the sphere. Delete
- these points. Move the axis to the very bottom of the half-lens using M
- (shift-M). Make sure that the axis' Z location is as close to the Z locaton
- of the bottom ring of points as you can (important!) Then select the object,
- COPY it, PASTE it. There are now 2 identical half-lenses on top of each
- other. Select one, then use Transformations to scale it x=1.0 y=1.0 z=-1.00
- mirror reverse it. If your axis is placed right, you'll have both half
- lenses sharing the center (previously bottom) row of points. Select both
- halves, then JOIN them into a single object, then MERGE them to get rid of
- the duplicate points in the center. Set the attributes to glass, and Voila!
- a lens! It works! This is a converging (magnifying) lens, and you can try a
- diverging lens, though I haven't, yet. The lens will also take much larger
- indexes of refraction without munging the image, unlike the sofa. Quick
- rules- object far away, you'll see it upside-down. Too close, it will be
- really big and out of focus. At the focal length, it will be in focus and
- magnified. Focal length is proportional to R (of the sphere) and the index
- of refraction. Kinda advanced, but lotsa fun.
-
- Steve's cool transparent ball-
-
- Color =0 0 0
- Transp= 250 250 255
- Reflec= 49 49 53
- Specular= 150 150 150
- hardness= 255 255 255
- rough=0
- shininess=0 (CRITICAL)
- Index=1.08
-
-
- Anyway, this is Steve's lecture on transparency and you. Keep posting
- to the list!
-
- -Steve
-
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- Steve Worley spworley@athena.mit.edu
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-