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Re: Lobby concept
Thanks for the comments Kittea... yes there are couple of glass types and they are all very important to get the scene balance both in terms of lighting the scene as in terms of overall feeling.
First glass is normal transparent glass... once I made a good template for it, I just modify it both for exterior and interior scenes.
Second is very transparent and low reflecting glass which should reveal as much as possible behind it.
Third and most important is milk glass. That glass is less transparent and have glossy reflection (not refraction, takes too much time to render). Beside that, this milk glass is also mapped with gradient ramp in diffuse channel and that ramp goes from greenish to white in this case (could be bluish or yellowish, depending what you want). That map could have output and rgb value raised more than usual 1.0 so it emits a bit of the light...
Also that glass have a mtlwrapper around it to emit GI if I need it... Behind it, I usually put hidden frames and behind frames I made a light material to frame the glass panels and give it more light and glow... All that help in getting some sort of layered feeling in the scene...
Finally, mapping with gradient ramp is also used for light material so emitting of light is distributed uneven...
I use face mapping type in UVW modifier on the glass and light objects...
I will post some material settings latter on or that may be subject in some of my tutorials in the future...
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d.sign
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