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General => Terragen Discussion => Topic started by: reck on April 17, 2008, 03:14:21 PM

Title: Glass windows
Post by: reck on April 17, 2008, 03:14:21 PM
I've just rendered this image in TG2 but I couldn't put any windows in because there's no way to make them transparent. In the alpha version thats going round at the moment will it be possible to apply transparency to part of an object such as glass windows?
Title: Re: Glass windows
Post by: rcallicotte on April 17, 2008, 03:21:34 PM
I certainly hope so. Maybe we'll hear a word from The Laboratory.

Nice pic, by the way.

Title: Re: Glass windows
Post by: Mohawk20 on April 17, 2008, 03:26:21 PM
As far as I understand the transparency is only available for water so far, so you could apply a water shader to the windows, and make it waveless....
Title: Re: Glass windows
Post by: nvseal on April 17, 2008, 03:28:32 PM
Nice image. Have tried making a window reflective instead?
Title: Re: Glass windows
Post by: zionner on April 17, 2008, 03:48:09 PM
Quote from: Mohawk20 on April 17, 2008, 03:26:21 PM
As far as I understand the transparency is only available for water so far, so you could apply a water shader to the windows, and make it waveless....

Accually, I remember Matt saying you'll be able to apply it to other surfaces...But I'm not sure about objects
Title: Re: Glass windows
Post by: old_blaggard on April 17, 2008, 03:58:28 PM
The transparency can be applied to any surface.
Title: Re: Glass windows
Post by: sonshine777 on April 17, 2008, 04:49:45 PM
Quote from: old_blaggard on April 17, 2008, 03:58:28 PM
The transparency can be applied to any surface.

Stands to reason, after all the water is just a plane.
Title: Re: Glass windows
Post by: rcallicotte on April 17, 2008, 06:40:54 PM
Thanks o_b.  This is good to know!
Title: Re: Glass windows
Post by: Oshyan on April 18, 2008, 02:41:18 AM
As with the current public version you can apply the Water Shader, and hence transparency, to any object or surface. In the future transparency should be a more general material property.

By the way this is a superb scene. One of the best of these prop-using renders I've seen lately.

- Oshyan
Title: Re: Glass windows
Post by: reck on April 18, 2008, 02:42:18 AM
Thanks guys. o_b thats good to know, looking forward to the next release.

Oshyan, I didn't think the water shader in the current public release was transparent, I thought that was what was added to the current private alpha builds.
Title: Re: Glass windows
Post by: Oshyan on April 18, 2008, 03:04:17 AM
I meant that in the current version you can apply the water shader to pretty much anything so, since the beta will include transparency i the water shader, you will then be able to apply it to anything. You are of course correct that it is not yet available in the current public version.

- Oshyan
Title: Re: Glass windows
Post by: Cyber-Angel on April 18, 2008, 03:10:06 AM
Reck,

Would it be possible for you to do the same scene from the same POV and lighting, but without the building (nice as it is) but please keep that log where it is? This is only a suggestion, if you feel that the mid ground of the image would lose its impact by removing the building then I understand; but I think that the contrast of the light and shadow on the grass with those flowers would be strong enough by them selfs to carry the visual weight of the mid ground of the image.

I don't wish to get in the way of of vision for your work, just what I think, fine image non the less.

Regards to you.

Cyber-Angel 
Title: Re: Glass windows
Post by: reck on April 18, 2008, 04:44:12 AM
Oshyan, ah ok I understand, i'll coat my windows with the water shader in future :)

Cyber-Angel. It would only take a minute to turn off the shack model and hit the render button, but this image took many days to render (the trees slowed it down) so I don't fancy starting it off again.

The image was just a training exercise for me. I've never created and imported an object into TG before and I just wanted to get experience in the process. I'd like to use Blender as my Terragen prop tool and this was the first test. The only thing I couldn't figure out was how to handle the transparent parts of an object, but it sounds like the water shader is the way to go.

Just one other thing, and I know this has been mentioned before, but i'd just like to add my voice to the requests asking for the texture limit to be removed (or greatly increased) at some point from TG. Now that i've started importing objects I can see why other people have put in this request as it can be quite limiting.
Title: Re: Glass windows
Post by: Cyber-Angel on April 18, 2008, 09:57:10 AM
OK Reck,

Like I said if its a headache, which it sounds like it would be, then no big deal only some thoughts I had when I first saw you image which I like as is any way.

8)

Regards to you.

Cyber-Angel     
Title: Re: Glass windows
Post by: bobbystahr on April 19, 2008, 12:07:48 PM
Quote from: reck on April 17, 2008, 03:14:21 PM
I've just rendered this image in TG2 but I couldn't put any windows in because there's no way to make them transparent. In the alpha version thats going round at the moment will it be possible to apply transparency to part of an object such as glass windows?


Great scene...my workaround to this is I select the glass objet in the multishader and make sure it has a Default Shader and then I go to the opacity Tab and I make it fully transparent...you won't get reflections or refractions, but light will pass through, and if you have light inside it will flow out through the window and likewise sunlight will penetrate to the interior if you have it aimed at the window...nicely held back on the number of scattered wildflowers...I find there are generally too many added in scenes and in real life they are rarely dense except in bunches...that's just what I've noticed anyhow.. ...
Title: Re: Glass windows
Post by: bobbystahr on April 19, 2008, 02:34:20 PM
Quote from: sonshine777 on April 17, 2008, 04:49:45 PM
Quote from: old_blaggard on April 17, 2008, 03:58:28 PM
The transparency can be applied to any surface.

Stands to reason, after all the water is just a plane.

and here's a little test run using just that technique combined with the brilliant merge shader transparency trick. I used a coloured light to show the transparency off better. I didn't do the extra render for the subsurface I simply used a bumpy greyscale caustic type map...worked O K by my lights.. ...
EDIT .tgo posted in Free Stuff at Rendo.. ...
Title: Re: Glass windows
Post by: gregsandor on April 21, 2008, 09:45:25 PM
The simplest solution is to set the opacity in your glass material to .4 or so.  The water shader is nice, but the transparency works fine in the regular shader.
Title: Re: Glass windows
Post by: cyphyr on April 21, 2008, 09:59:20 PM
Quote from: bobbystahr on April 19, 2008, 02:34:20 PM
Quote from: sonshine777 on April 17, 2008, 04:49:45 PM
Quote from: old_blaggard on April 17, 2008, 03:58:28 PM
The transparency can be applied to any surface.

Stands to reason, after all the water is just a plane.

and here's a little test run using just that technique combined with the brilliant merge shader transparency trick. I used a coloured light to show the transparency off better. I didn't do the extra render for the subsurface I simply used a bumpy greyscale caustic type map...worked O K by my lights.. ...
EDIT .tgo posted in Free Stuff at Rendo.. ...

Can you post a close up version showing the transparency more clearly. This looks a very interesting way forward. I'm guessing this only works for "simple" transparent objects, not ones involving refraction.

Richard
Title: Re: Glass windows
Post by: bobbystahr on April 21, 2008, 11:52:22 PM
Quote from: gregsandor on April 21, 2008, 09:45:25 PM
The simplest solution is to set the opacity in your glass material to .4 or so.  The water shader is nice, but the transparency works fine in the regular shader.

True,... I have done that as well, but using the water shader and the merge technique allows you to also have a degree of reflectivity[native in the water shader] you can't get with a default shader. Same render penalty as using a reflect shader but that one doesn't work with default shader transparency...just what my tests have shown me.. ...
Title: Re: Glass windows
Post by: gregsandor on April 22, 2008, 03:11:02 AM
Using an opacity map seems to work as 1 or 0; either its on or off, black or white, no shades of grey.  I filled the corners with dust (or snow or whatever), but there was no fade.
Title: Re: Glass windows
Post by: bobbystahr on April 22, 2008, 04:01:03 AM
Yeah, I as well found that to be so, hope that gets fixed along with the water transparency. Having written what I did my last post I find I have to eat a bit of crow as I have been trying the technique that worked so well on the lamp post on a window and for the life of me can't get it to work. Sigh.. ...
Title: Re: Glass windows
Post by: reck on April 22, 2008, 04:10:20 AM
Hi Bobby and Greg, I completely missed your posts. Looks like there is better support for some kind of transparency then I thought. I did notice the opacity settings but it didn't seem to do much when I had a quick look. I'm spending some time at the moment looking at a displacement problem i'm having with another model at the moment.
Title: Re: Glass windows
Post by: scott8933 on April 24, 2008, 11:31:10 AM
Quote from: bobbystahr on April 19, 2008, 02:34:20 PM

EDIT .tgo posted in Free Stuff at Rendo.. ...

Bobby I went to d/l your lamppost, but some punk kids busted the glass already. Could you repost?

Title: Re: Glass windows
Post by: bobbystahr on April 24, 2008, 02:18:05 PM
Quote from: scott8933 on April 24, 2008, 11:31:10 AM
Quote from: bobbystahr on April 19, 2008, 02:34:20 PM

EDIT .tgo posted in Free Stuff at Rendo.. ...

Bobby I went to d/l your lamppost, but some punk kids busted the glass already. Could you repost?



I found it to still be at:
http://www.ashundar.com/index.php?action=tpmod;dl=item374