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# 12 24-06-2015 , 07:45 PM
SilverFeather's Avatar
Noober than noob
Join Date: Sep 2011
Posts: 520

You could add the two layers, then use the alpha channel as a mask for all layers.

The alpha channel looks like this, so it does not cover the areas I'd like covered. Must be because my glass is made of a blinn with low transparency. The specular does not show where transparency is low unless there's something else with higher alpha behind it.
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for starters heres my tutorial into creating glass.....that should get things kicked off nicely

https://simplymaya.com/autodesk-maya-...=164&sub_cat=0

Thank you, so I guess this means I can't just make glass using blinn or phong with transparency, I'd have to use dielectric material.
Although with dielectric I'm getting a different problem: the refraction index is tied to the specular. If I want 1.05 r.i. my specular is gone. When r.i. is higher than 1.6 (not the r.i. I need) the specular begins to appear, however it is weaker with a transparent background. The sand in the hourglass also gets darker the higher the r.i. gets.
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Is it mandatory that I use NURBS with dielectric? Or do Polygon Primitives work too?


Last edited by SilverFeather; 24-06-2015 at 07:52 PM.