![]() ![]() ![]() The process involved the creation of a lengthy balloon of glass that was blown then both ends of this balloon would be removed, leaving behind a cylinder. The manufacturing process was still crude. The biggest issue is that the reflections on the glass are brighter than what they should be. It was during this time that glass windows started to become more popular for homes across the western world. The light from the lamp illuminates into the room creating defined shadows, transparency seems unaffected, to see the HDR in the background, the refection seem correct to me (I also like how I get double reflections from the thick glass).Įven though I am quite happy with this solution, I've gotten a few comments on making a setup with light path nodes controlling the mix of transparent and glass. ![]() So I can't recreate the impression of hard day light, with clearly defined areas of light and shadow.Īdding a transparent shader to the glass shader I get a very pleasing result. Using a standard glass shader on the window, the direct light from the lamp does not shine into the room, regardless of how bright that light is. To do so, just left-click on the light object, hit G, and press X or Y or Z followed by a number to move it along its respective axis. Once you have chosen the Area Light object and inserted it into the scene, you can place it anywhere. A room with a window, a point light to project light into the room, an HDR environment outside the room and a nice Image by Rembrandt that should be somewhat reflected on the glass: Press Shift + A, then mouse over Light, and click on Area. ![]()
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