View Single Post
# 1 26-08-2006 , 06:36 AM
Falott's Avatar
Registered User
Join Date: Jan 2005
Location: vienna
Posts: 1,095

realistic crystls - need imput

hi everyone. I´m testing materials for creating realistic Crystals now for quite some time. renderer = mentalRay. shaders tested - DGS, diElectric and l_glass. l_glass is the only shader which fakes dispersion, so this is my shader of choice. in addition I applied a glare shader to my renderCam to push the specular highlights.

there are some other criterias but the shader which I am not so experienced in. this is lightning and the usage of background material. I did some tutorials about studio lightning and using DGS material for backdrop and reflector material. but after all it has no other effect than a simple lambert mat. also the lightning stuff. I ended with 13 spotlights in my scene to have a homogenious enlighted crystal. but is 13 lights not way to much? there must be a method for using less than 10 or even 5 lights...?

spotlights have no decay/area enabled, also it isn´t rendered with GI/Caustics nor FG cause that didn´t give much improvement but increased rendertime a lot.

if anybody has any comments how to improve the renders, please do so!

Attached Thumbnails

everything starts and ends in the right place at the right time.