7.Ok that’s better but there is still something wrong, that big black area at the base and top of the apple is not very realistic and we don’t want such a dark feeling to the glass, we will have to do something about this and by putting a gradient map into the Environment slot you can get a better exit colour,
Use these or similar settings for the gradient, just experiment a bit to find the look you’re after.
And the render once this environment map has been added, see a much better look already.
Now I think that pretty much sums it up for the Red Glass.
Green/yellow Glass
For the other two colours simply change the Fog colour around a bit, don’t forget to change the gradient environment as well, in some colours the black reflections look good but for the majority this gradient is needed, IMO anyway ;), but remember when choosing the colours to keep them ultra light otherwise the glass will not let any light through and it will be very dark…here is a test with the final materials.
Reflections:
Now that the lighting and materials are in place its time to sort out the reflections, obviously that big white reflection on the front cast by the main light is not very good, its too distracting and bright, so we select the light and turn the Invisible option on, now the light will still illuminate but is no longer seen in the reflection. However now we have to create some other lights to cast some nice reflections on the Glass, simple copy and move the main light a few times and place them around so that the reflections start looking good, this may take some test renders and adjustment to get right. To avoid over lighting the scene you should turn down the multiplier values of all these copied lights, and exclude the ground plane from their illumination lists also variate their size and rotation to give some nice effects, this part is as much about trying out as it is about exact values so I will just show you what I came up with in a short time of tweaking
And here is the scene with the light positions shown, the highlighted one is the main light.
And here is the final scene, with everything set up as it is in that last render, if you wish to render out a bigger higher quality render simply increase the settings that we reduced at the start,
Well that pretty much covers the basics, of course my final render is only an example of what can be done very simply, with a lot more time you could make it into something cool, maybe try a hdri environment/lighting rig, anything really…
I hope this has helped someone, and let me know honestly what you thought of this tutorial, its my first proper tut for cg stuff so let me know if there is anything that I got completely wrong or anything that should be added, and if there is an area that I didn’t explain properly let me know and I will revise it.
Use these or similar settings for the gradient, just experiment a bit to find the look you’re after.
And the render once this environment map has been added, see a much better look already.
Now I think that pretty much sums it up for the Red Glass.
Green/yellow Glass
For the other two colours simply change the Fog colour around a bit, don’t forget to change the gradient environment as well, in some colours the black reflections look good but for the majority this gradient is needed, IMO anyway ;), but remember when choosing the colours to keep them ultra light otherwise the glass will not let any light through and it will be very dark…here is a test with the final materials.
Reflections:
Now that the lighting and materials are in place its time to sort out the reflections, obviously that big white reflection on the front cast by the main light is not very good, its too distracting and bright, so we select the light and turn the Invisible option on, now the light will still illuminate but is no longer seen in the reflection. However now we have to create some other lights to cast some nice reflections on the Glass, simple copy and move the main light a few times and place them around so that the reflections start looking good, this may take some test renders and adjustment to get right. To avoid over lighting the scene you should turn down the multiplier values of all these copied lights, and exclude the ground plane from their illumination lists also variate their size and rotation to give some nice effects, this part is as much about trying out as it is about exact values so I will just show you what I came up with in a short time of tweaking
And here is the scene with the light positions shown, the highlighted one is the main light.
And here is the final scene, with everything set up as it is in that last render, if you wish to render out a bigger higher quality render simply increase the settings that we reduced at the start,
Well that pretty much covers the basics, of course my final render is only an example of what can be done very simply, with a lot more time you could make it into something cool, maybe try a hdri environment/lighting rig, anything really…
I hope this has helped someone, and let me know honestly what you thought of this tutorial, its my first proper tut for cg stuff so let me know if there is anything that I got completely wrong or anything that should be added, and if there is an area that I didn’t explain properly let me know and I will revise it.
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