Beer glass scene creation
This course contains a little bit of everything with modeling, UVing, texturing and dynamics in Maya, as well as compositing multilayered EXR's in Photoshop.
# 1 16-11-2011 , 11:08 PM
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Join Date: Sep 2007
Posts: 78

TV material?

I am working on a piece for my portfolio, and wanted to get a broad opinion.

One of the pieces in the scene is a TV.

I'm kind of scratching my head on what kind of material to use for the glass part. It will be shown as a static (snow), so the colors won't matter. The TV is old school curved glass style.

I'm currently using a Blinn with slight reflection. However, after looking around, I am wondering if a Fresnel surface will look better? If I use that, will it be better to use a Mia_Material_X and turn on the Fresnel reflections?

If I do that method, will it be expensive when it renders?
Or is it moot?


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# 2 15-01-2012 , 12:15 AM
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Join Date: Mar 2011
Posts: 1
I was also wondering how to create a material for the tv screen. Although I have a LCD. Dont think it matters, but I too would like to know.

A ton of views, but no answers?

# 3 15-01-2012 , 12:41 AM
honestdom's Avatar
The Nurb Herd
Join Date: Oct 2007
Location: London
Posts: 2,381
use mia mat x.
fresnel reflection is the amount of reflection on a surface depending on the viewing angle.
think of a shop window. looking directly at it, you see through it. But, if you are looking at it from the side, you see reflections as if were a mirror.

making a glass shader for a tv screen could be simple or complicated depending on what your needs are.

# 4 15-01-2012 , 03:19 AM
Gen's Avatar
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Join Date: Dec 2006
Location: South FL
Posts: 3,518
I do believe most objects hase some degree of fresnel effect, I looked around for a reference table to no avail. If you google "old tv set" you'll notice they're decently reflective, (0.2 reflectivity from a dead on angle could be in the ballpark), I remember making faces my grandparents' set.


P.s
You enjoy uv mapping? Ack!!!!! Lol user added image


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Last edited by GecT; 15-01-2012 at 03:22 AM.
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