how to make thicknes based fog inside objects?(image inside)

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piotrek255
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Joined: 17 Aug 2012, 18:18

how to make thicknes based fog inside objects?(image inside)

Post by piotrek255 » 12 Dec 2012, 15:23

Hi

What i am trying to do is smoke glass material effect, so that when object is thinner it is more transparent. I tried volume nodes but they are all dependant on camera angle/distance (even the BA_raylenght with "thickness" type set up)

Image


Is it possible in softimage?

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ActionArt
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Joined: 25 Nov 2010, 17:23
Location: Canada

Re: how to make thicknes based fog inside objects?(image inside)

Post by ActionArt » 12 Dec 2012, 15:37

Yes. Use the Architectural material. Not at my comp right now but I think it's called "absorption" or something like that.

piotrek255
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Joined: 17 Aug 2012, 18:18

Re: how to make thicknes based fog inside objects?(image inside)

Post by piotrek255 » 12 Dec 2012, 23:27

there is a fallof option in the optimization panel of architectural material, but it just creates a fallof for refraction revealing the diffuse color, there is not much control either. I could not find absorption.

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ActionArt
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Location: Canada

Re: how to make thicknes based fog inside objects?(image inside)

Post by ActionArt » 13 Dec 2012, 03:08

Yes, sorry, it's called falloff. Isn't that what you wanted? You can set the end color to whatever you want (just check "use end color" and define a color. Turn your reflection to zero and index of refraction to 1 and you have neutral absorption so thinner areas will be more transparent.

I used it in this project and although it's subtle here it is an essential part of the look of the glass and beer:

https://www.si-community.com/forum/v ... r&start=10

You should be able to get pretty much exactly the effect in the example you've shown.

piotrek255
Posts: 22
Joined: 17 Aug 2012, 18:18

Re: how to make thicknes based fog inside objects?(image inside)

Post by piotrek255 » 13 Dec 2012, 16:50

It works, great, but now i have another problem.... i cant get the refraction to show in alpha channel correctly, is is possible to make the refraction/transparency show correctly in alpha channel so i can composite glass/water model on any background i like?

I tried all of the shader nodes and none of them have an option to show refraction in alpha... maybe im doing something wrong

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ActionArt
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Location: Canada

Re: how to make thicknes based fog inside objects?(image inside)

Post by ActionArt » 13 Dec 2012, 16:59

Oh, can't help there. Maybe someone else?

This is a modified shader that has more options for output. Might want to check it out:

http://felixgeremus.com/?p=108

piotrek255
Posts: 22
Joined: 17 Aug 2012, 18:18

Re: how to make thicknes based fog inside objects?(image inside)

Post by piotrek255 » 13 Dec 2012, 22:49

Ok, i remember i have something similar( if not the same) in my workplace, i will check that out.

Thanks for the help.