![]() ![]() And a good example to describe the effect would be to look through a window straight on, and you can see through it as intended, but look at the window from an angle. ![]() Using Fresnel equations, these types work in conjunction with the index of refraction settings to realistically render the behavior of light rays, passing through materials. And in this Fresnel type, I'm going to choose conductor, from the presets, I can choose the copper preset and we have this pretty much set up. We'll create the GGX layer and then we'll come down to where it says Layer Fresnel. But all you need to know is that GGX is a good type for metals and Beckmann is a great type for anything else. There are many different types here and they're used in different ways to determine how light is scattered by the surface. So we'll delete this default specular by just highlighting it and clicking remove and then we'll click on add, and I'm going to use a GGX layer. The Reflectance channel defines how shiny and reflective the material will be. So I'm going to turn off the color and just look at the reflectance. To make a copper material, we use the Reflectance channel. Let's double click this and we'll call it Copper. Let's just turn that Interactive Render Region off and create a new material, double click. And you'll notice at the bottom here by using an absorption color, we also color the area shadows. Let's close down the Material Manager and I'm going to enable the Interactive Render Region and just move it over to around about where the sphere is. If we set this down to 10, you can see that there, and this has become way more pronounced. The lower the value, the more intense the Absorption Color, because the light has less distance to travel. If we just move the Material Editor over and click onto the sphere, the radius of the sphere is 70 centimeters and just through a little bit of testing, this gave me a decent look. So I'm going to set the Absorption Distance to be a little bit less than this and around about 70 centimeters. Just click onto your little color chip here and in the Color Picker, I'll add in some values and just press enter to confirm that. And when light enters the object, it weakens and changes color, we can emulate this with the Absorption Color and the Absorption Distance. Most glass objects in the real world are rarely colorless. Simply by turning this channel on, we have managed to create a glass material that's because the index of refraction or the refraction preset that we have here is already set to glass. So I'll disable the Color and the Reflectance channel and just turn on Transparency. Now to make a refractive material, we work with the Transparency channel. And I'm going to double click this once again, and we'll call it, Glass. I will assign it to the sphere because this is the first object we want to work with. So in the Material Manager, I'm going to double click to create a new material. For the price of the c4d pack + conversion labor, you could end up with a lot of good stuff, made to spec, possibly with full copyright as well, depending on the terms you and your artist(s) agree on.- Let's continue where we left off in the previous movie and create some reflective and refractive materials. You might consider commissioning a native Blender material pack instead. Still, you’re looking at a lot of money here. However, it probably wouldn’t be hard to get permission, particularly if you offered the rights to the author- then they’d end up with a sellable version for Blender, you’d get the mats you wanted, and the artist you hired for the conversion would get paid. Many of the materials may involve CC0 components, but verifying what’s usable and what’s not would take a lot of time, which means a lot of money. As this is a paid product, it is very unlikely to be built around some kind of CC0 license. including textures), convert them, and use them or give them to somebody else, not without permission. It’s not legal to just take somebody else’s materials (prob. And at 240 materials (even if 100 are just PBR texture packs) you’re potentially looking at a lot of work, for somebody skilled with multiple software packages, which would end up being, at the very least, several hundred dollars of labor.īeyond that, you have potential licensing issues. From the sounds of it, at least some of these materials are more than a PBR texture pack, so you couldn’t just script up a conversion and let it run. I don’t think anybody could tell you how hard it would be from the information provided. ![]()
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