I'm brain dead, and need a pointer to how to make colored glass (real transparency) on an object's part shader. I'm just not getting it, but I bet the solution is dead simple and I just can't think straight... anyone cares to help me out?
Thanks,
Frank
I am not sure that true coloured glass is possible?
you may be able to fake it though???
here is the glass I use for the windscreen/shield etc...
http://forums.planetside.co.uk/index.php?topic=8031.msg85908#msg85908 (http://forums.planetside.co.uk/index.php?topic=8031.msg85908#msg85908)
:)
Here is what I did.
thank you very much, I will try this! :)
I'd just use the volume and transparency colours of a flattened water shader to make any colour required.
The only problem, since TG went '2.1', is that black speckled atmosphere that appears in transparent surfaces now, you can still see this above in Ogre's example, it never used to be like this in older 1.9.XX versions. Anywhere there is reflected/transparent atmo, you get these black artefacts.
See; http://forums.planetside.co.uk/index.php?topic=9943.msg104197#msg104197
Idea from swissAdA: http://forums.planetside.co.uk/index.php?topic=9933.msg103591
also clever. But does it really create colored transparency? It seems to me like where the blue paint is, I can't see thorugh, but that might be an intensity issue with the blue paint.
Water Shader -> Merge Shader
In the Merge Shader set colour merge mode to "Multiply (Input * A's diffuse colour)", and then connect a constant colour function to the Merge Shader's "Shader A" plug.
This will tint both transparency and reflections, but you can disable reflections in the Water Shader and follow up with another Reflective Shader.
Matt
Thank you Matt. So through the merge, a color and transparency property are combined. Simple and good :)
Cheers,
Frank
QuoteWater Shader -> Merge Shader
In the Merge Shader set colour merge mode to "Multiply (Input * A's diffuse colour)", and then connect a constant colour function to the Merge Shader's "Shader A" plug.
When i connect a constant colour node to the merge shader inside the parts shader i get about 30
unknown ray trace errors,if the constant colour node is assigned from outside the object node it
works correct though.Can anybody confirm,please?
Confirmed, but you'd better take a PF. I also did colored glass by merging 2 water shaders, one with a dense color, but the 1-colored PF is better.
Thanks and i agree regarding the PF.
I have used the glass that Klas shared(link I posted earlier in thread)
I used this in the attached image for the windows, and for the red and blue lights, I just adjusted (increased)the transparency and colour of the reflective shader in the clip file attached....maybe not perfect, but convincing enough for me!!
:)
attached is a slightly modified version....
:)
That looks very nice!