Monday, 29 April 2013

29.04.13 Hash Pipes. Yeah...

Spent the last while looking up dirty glass to try and replicate the stained effect you can see inside a hashpipe.


Went a bit mad with the bump mapping link to the png texture I made and added it to a layered shader to create this effect. The glass looks too much like chipped ice, and the dirt stain is too reflective and looks like its part of the glasses own colouring rather than a stain ingrained onto it.


Decreased the bump map value and increased the reflections and refractions on the blinn material shader to make it look more like glass and less like chipped ice. Still having the same issue with the stain.


Realised that the yellowing smoke stains on the glass would actually discolour it and be on the inside of the glass anyway, so it can in fact be reflective. The bump values are increased on the above image to make the glass look a bit tattered.


Finally applied the shader material to the hashpipe geometry. It looks a bit strange due to the extrusions and the nature of the shape. The UV placement map might also need a few adjustments to sort out the streaking effect. A few more tweaks and the lighting set up in the scene should sort this out.

Not too bad, needs some tweaking to make the dirt look a bit clearer but as it'll be vewied from further away anyway I think this will do for now.




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