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General => Terragen Discussion => Topic started by: jritchie777 on May 25, 2010, 01:46:04 AM

Title: Glass Is Possible - no tricks or bug exploitation
Post by: jritchie777 on May 25, 2010, 01:46:04 AM
Just the default render settings from a new project:
detail = .5 AA = 3, did not mess with anything else and this is what I got.  Not possible with Terragen indigenous primitives - only imported objects.

JR
Title: Re: Glass Is Possible - no tricks or bug exploitation
Post by: dandelO on May 25, 2010, 03:34:38 AM
I don't think anyone is disputing the idea that glass can be rendered. The point is, that glass used to be very easily created, on both imported objects and native Terragen procedural objects.

Previous TG2 build examples I've rendered using glass shaders:

http://dandel0.deviantart.com/gallery/#/d1v2bx3

http://dandel0.deviantart.com/gallery/#/d1wyhku

http://dandel0.deviantart.com/gallery/#/d1tkglh

http://dandel0.deviantart.com/gallery/#/d1lkaya

Most notably the last one, which was created completely inside Terragen 2 by simply displacing its native objects...

Also, if I had access to my old hard drive, there are multiple test .tgd's thereon, named 'crystal ball...etc', all created with default TG objects. My issue is that previously working methods no longer seem to work as they did.
Title: Re: Glass Is Possible - no tricks or bug exploitation
Post by: dandelO on May 25, 2010, 03:49:55 AM
Also, see recent posts in image sharing by Inkydigit, Marchi. All using glass.

Your example does look like very nice glass, though. :)
Title: Re: Glass Is Possible - no tricks or bug exploitation
Post by: jritchie777 on May 25, 2010, 03:56:30 AM
Ah, my mistake.  This just seem to fall into so many categories I figured I would post and see which way it went.

Documentation:  I have searched extensively on this forum in the past on how to do this.  Not to mention hours going through meaningless posts just because they have the search words in it.  Long story short (I digress) I picked up on the wrong way to implement this - I came across directions that told me to check dss (which I now know is your guys short hand for double sided surface).  So I was processing objects in PoseRay for dss, and making sure dss was checked on the object.  Well through the posts over the past few days it finally dawned on me that I read wrong directions and need to "uncheck" dss to get decent transparency.  From my viewpoint since I don't seem to have the time you all seem to do or have been doing it for years - I seem to get a lot of vagueness on how to do something...  

Glass:  Well my mistake on saying it is possible, it was more of a Eureka moment for me after many many hours of frustration on how to do this.  And with all the posts back and forth about using reflectivity shader versus water shader, then how you load the file, double sided versus double sided, I really got the impression that it was NOT possible...  This was also the feature that sold me to upgrade to T2 Deep from Classic so imagine my disappointment when it became impossible to do for me until now.  Wish I had stumbled across your post of your custom glass shaders instead of going through the hundreds of others of useless info.

JR

Title: Re: Glass Is Possible - no tricks or bug exploitation
Post by: jritchie777 on May 25, 2010, 04:01:53 AM
Forgot to add, I do agree - I still don't fully like the results, it would be very nice if there were a shader truly implemented for this in the future...
Title: Re: Glass Is Possible - no tricks or bug exploitation
Post by: Henry Blewer on May 25, 2010, 08:06:04 AM
If you can remember the author of the thread, it makes the search much better.