Roll the bones

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Boofredlay
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Roll the bones

Post by Boofredlay » Wed Nov 11, 2009 3:20 pm

I think I might develop this one some more but here is my first roll at these crappers.
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rclub24
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Re: Roll the bones

Post by rclub24 » Wed Nov 11, 2009 3:44 pm

Nice :gj:

Bet you can't roll the same again :shock:
I don't drink these days as i'm allergic to alcohol.
I breakout in handcuffs!

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Boofredlay
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Re: Roll the bones

Post by Boofredlay » Fri Nov 13, 2009 12:41 am

Another set I built a couple days ago.
Rendered at home while I was at work.
Preset 10.
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Ecuadorian
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Re: Roll the bones

Post by Ecuadorian » Fri Nov 13, 2009 1:07 am

Wow, what template did you use for these ones?

Boofredlay
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Re: Roll the bones

Post by Boofredlay » Fri Nov 13, 2009 1:14 am

Thanks.
Realistic Glass [Light Frosted]

Fletch
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Re: Roll the bones

Post by Fletch » Tue Nov 17, 2009 10:28 am

nice dice! great materials...
you may want to try, if interested, the updated SSS material template in the latest release on this scene... see how it goes :!:
and use IOR for plastic instead of glass

Boofredlay
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Re: Roll the bones

Post by Boofredlay » Wed Nov 18, 2009 12:24 pm

Here are the dice with the rubber ball SSS Template.
Nice update btw.
Fletch wrote:and use IOR for plastic instead of glass
What do you mean by this? :oops:
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Frederik
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Re: Roll the bones

Post by Frederik » Wed Nov 18, 2009 1:05 pm

Boofredlay wrote:What do you mean by this? :oops:
This can get very, very technical... :geek:
You can read more about IOR (Index Of Refraction) at Wikipedia...

Index Of Refraction (IOR) is about the way that light passes through different types of materials... diamond, glass, water etc. When a light ray travels through the same volume it follows a straight path. However if it passes from one transparent volume to another, it bends. This is why a straw in water looks bent. The amount of bending differs between materials. The angle by which the ray is bent can be determined by knowing two things: the angle at which the incoming ray has been cast and the Index of Refraction. This IOR value is unique for every material.
Normal Glass has an IOR of about 1.511
Water = 1.332
Air = 1.000
Plastic = 1.460 - 1.55
Plexiglass = 1.488
Nylon = 1.53

By increasing the IOR value for a material, you can control how much the environment behind the transparent object is distorted, and thus improving the realism of the shader.
Cheers
Kim Frederik
Twilight Render Support
“…Life is drawing without an eraser...”

Boofredlay
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Re: Roll the bones

Post by Boofredlay » Wed Nov 18, 2009 1:10 pm

Thanks for the explanation. I guess I should have asked more specific as I understand what IOR is. Why did you say use it for plastic instead of glass?

Frederik
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Re: Roll the bones

Post by Frederik » Wed Nov 18, 2009 1:16 pm

Boofredlay wrote:Why did you say use it for plastic instead of glass?
I didn't, Fletch did... ;)

I assume that he believes that the IOR value you've used is very close to Glass (1.52) but should be closer to 1.4X...
The rubber ball material is 1.400...
BTW... Forgot to mention that I really like the last render you've made where you've used the rubber ball material... :gj:
Cheers
Kim Frederik
Twilight Render Support
“…Life is drawing without an eraser...”

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