Comments: 22
Hedgie1232 [2018-06-15 14:15:31 +0000 UTC]
Nice
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Cerulea-blue [2018-06-15 00:34:15 +0000 UTC]
This car looks strong. great!
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fev-rocks In reply to Cerulea-blue [2018-06-15 10:22:40 +0000 UTC]
Thank you very much, for your feedback. I appreciate it. Have a great day!
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Mistress-o-Fear [2018-06-14 21:09:09 +0000 UTC]
That looks really cool! I like it!
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fev-rocks In reply to Mistress-o-Fear [2018-06-15 10:23:04 +0000 UTC]
Thanks for your kind words. I appreciate it. Have a lovely day!
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Mistress-o-Fear In reply to fev-rocks [2018-06-15 12:23:03 +0000 UTC]
You are totally welcome!
Thank you so much! Have a lovely day too!
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SilentLadyGTA [2018-06-14 14:13:25 +0000 UTC]
Well done !
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fev-rocks In reply to SilentLadyGTA [2018-06-14 14:33:31 +0000 UTC]
Thank you, for your feedback. The windscreen was an absolutely nightmare, to render. Although, I am aware that you get refractions in glass, as well, as reflections. I found the glass texture was distorting my the seats and steering wheel too much and in some place magnifying them: and I was getting weird reflections from off the mountains too.
But, I found on the internet an answer to this problem. If you are ever having a problem like this yourself. You can make a different kind of glass texture, using a mix node: and adding the glossy and transparent nodes, together. You then, move the mix slider, so you get more of the transparent node, but still leave a kind of film effect on the window. And, that thankfully works.
I hope you are enjoying your week. Have a great day!
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AbdouBouam In reply to fev-rocks [2018-06-15 11:46:12 +0000 UTC]
Hey,
How did you model the glass? is it two-sided or just one side? because if it's one side then everything will act weird and you can fix that by adding a solidify modifier to the glass (make sure it's a separate object).
Other things that can make it happen : weird shading when you use smooth shading and when you use subdivision (add edge loops to the sides to fix that) or if the glass has uneven thickness (can be fixed by leaving just one side and using solidify modifier)
better "cheats" you can use in the node editor (although they are physically inaccurate):
*set the IoR of the Glass shader to something close to 1.0
*Simply use a mix shader, plug a "fresnel" node (or use the "fresnel" output from the "layer weight" node), a transparent BSDF to the first shader input and a glossy BSDF to the second. Make sure it's in this order and lower the roughness as you like.
I hope this helps!
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fev-rocks In reply to AbdouBouam [2018-06-15 11:57:05 +0000 UTC]
Thank you very much for the constructive advice. I don't usually have this problem with the glass texture. But, I did fix it, using the mix node and the transparent and glossy nodes, which you mentioned. The glass on the front windscreen was separate to the bodywork. But, as it was rounded, with the subdivision surface on. It might have needed further edge loops, as you also mentioned, to even off the mesh. And, I guess it could have been the angle of the window, which effected it, as well. The glass was double, but I had extruded it, instead of using the solidify modifier. I did wonder though, if it might have been down to the normals. Because I read somewhere that the normals have to be pointing outwards, or it can cause weird effects. And, I just wonder, if when I extruded the pane of glass, whether both sides were pointing outwards, with their normals.
I have kept a copy of your advice, should I have this problem in the future. So, I can refer back to it. Thank you again. I appreciate your advice!
Have a great Friday: and a lovely weekend!
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AbdouBouam In reply to fev-rocks [2018-06-15 18:30:30 +0000 UTC]
if you want you can send me the file and I will see it in detail
Thanks, you too!
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SilentLadyGTA In reply to fev-rocks [2018-06-14 14:39:25 +0000 UTC]
Thank you ! I bought The "Cycles encyclopedia"
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