Arrow Group Industries LM86 Bedienungsanleitung Seite 127

  • Herunterladen
  • Zu meinen Handbüchern hinzufügen
  • Drucken
  • Seite
    / 167
  • Inhaltsverzeichnis
  • LESEZEICHEN
  • Bewertet. / 5. Basierend auf Kundenbewertungen
Seitenansicht 126
© Next Limit Technologies 2010
Maxwell Render 2.5 User Manual
Chapter 14. Appendix I. Materials Examples | 127
e. Example 5: Common glass
To create a common glass material, the Re 90° color can be left at 255 because this glass
will not tint the specular reections. In addition it will reect almost light at this viewing
angle.
Set the Transmittance color to the color you want the glass to be (255, 255, 255 for pure
white glass, or 227, 230, 230 if you want to give it a slight green/ blue tint). Transmittance
is set a little low to mimic a low-grade glass with imperfections that give it more color: it
is not completely transparent like high-grade optical glass types.
Fig.01 Low grade glass by Mihaii Fig. 02 subtle Sandblasted glass by jomaga
Set the Attenuation distance to 3 cm which is a good value to use for common low-grade
glass. Remember from the material section that Attenuation distance is the distance the
light travels through a material before losing half its energy. This means that for a glass
panel of 1.5 cm thickness, the light passing through it and reaching the other side will
have lost a quarter of its strength. For high-grade glass the Attenuation distance can be
much larger even more than ve meters because it has a lot less impurities which
attenuate the light.
Setting a higher Attenuation distance means you will get clearer glass so that it will be
easier for light to pass through it.
Set the Nd to 1.51 which is a reasonable Nd for glass. Following the relationship between
Nd and the Fresnel effect, we can use the Fresnel formulas to calculate that the reectance
of this material (with an Nd of 1.51) near incidence angle (looking straight on at the
material) would be about 4%, which translates into a RGB around 11. This is the value you
should use for the Re color. Of course you do not normally have to calculate this value
exactly; just know that for materials with an Nd around 1.5, the Re 0° color has a value
of around 10-20. You can raise it if you want shinier looking glass. If you want to create a
very realistic glass, you should look at (images of) real glass objects for references. Most
glass materials have an Nd around 1.5.
Remember that Attenuation distance and Transmittance are parameters that work
together. For example, you can set a low Transmittance value (such as 220, 210, 200)
and start with an Attenuation distance of 3 cm to create a heavily-tinted glass. Raising the
Attenuation distance will make the glass clearer. If instead you raise the Transmittance
value but leave Attenuation distance at 3 cm, the glass will become less color-tinted but
will still be relatively dark.
Roughness must be set to 0 for a perfectly smooth glass. Increase this value (for example
to 20) if you want to get a glossy “frosty” glass.
More glass examples at the MXM Gallery
Seitenansicht 126
1 2 ... 122 123 124 125 126 127 128 129 130 131 132 ... 166 167

Kommentare zu diesen Handbüchern

Keine Kommentare