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glass.tutorial.pp
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glass.tutorial
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1991-09-07
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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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