Keep 3DLuVr online!
3DLuVr Logo
Sections
Articles
 From the Real World
 Digital Painting Series
 Featuring of...
 On the Bookshelf
Tutorials
 3ds max
 LightWave3D
 Softimage XSI
 Rhinoceros 3D
 Video Tutorials
FunZone menu
 I always wanted to be
 Talk to an employer
 Why Ask "Why"
TechZone menu
 Hardware Reviews
 Software Reviews
 Benchmarking
 Q&A, Tips & Tricks
UserZone menu
 The Artist Sites
 15 Min of Fame
 Request an Account
 Current Assignment
 Sponsors & Prizes
 Make a Submission
 Voting Booth
 Competition Rules
About menu
 Mission Statement
 Policies
 Advertising
 Comments
 Poll Archive
 Links
 How to IRC
 Donations
Login
Log in to be able to post comments to the news items, forum posts, and other facilities.
Username: 
 
Password: 
Not registered? Register!     Lost Password?
Poll
 Your New Year`s Resolution is...
Gain employment
Stop smoking/drinking/etc
Get back in shape
Find the meaning of life
Conquer the World
Absolutely nothing

    Poll Results
Comments
Want to leave us a comment about the site or in general? Click here to access the form.
ArtZone Heading
Faking Window-Shaped Highlights
Added on: Mon Dec 17 2001
Page: 1 3 

Step three, creating the shaders

Open the Material Editor. We will start with the simple material for the windowpanes. Make the Diffuse Color completely white and set Self-Illumination to 100. Assign the Material to the group. You now have four incandescent planes, shining bright white (NOTE, these planes don't actually emit any light, they are only rendered as completely white).

Next, make another material. This will be the surface material of the sphere you've got. Make it a nice red color, then set both "Specular Level" and "Glossiness" to 0, (You want to make your own highlights). Now assign the Material to the sphere and render it. It should look something like this:

Now, go back to the Material Editor, add a map to the Reflection Man slot. Pick Raytrace. This technique works like this, we raytrace the windowpanes and exludes everything else.
Click the Global Exclude button under Raytrace Parameters in the Raytrace map settings. Change the radiobuttons from "Exclude" to "Include", then double-click the group that holds your windowpanes. This will make it so this material will only raytrace the windopanes.

Render the scene again. You should get something like this:


Step four, adding detail

This shader looks a bit too perfect, doesn't it? We can add a little realism by using the standard specular highlight, though very subtly and by using the Glow Render Effect. Then you'll get something like this:




 
1997-2017 3DLuVrTM (Three Dee Lover)
Best viewed in 1024x768 or higher,
using any modern CSS compliant browser.