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How To Make Something Look Like Glass In Photoshop

You can easily create a cogitating material such every bit metal or a refractive fabric such as glass using the Standard Surface shader. The following sections describe the set of key attributes you tin can conform to chop-chop arrive at the results you desire.

Tip: You can as well click Presets* in the Standard Surface Attribute Editor or Property Editor to select a preset such as Frosted Drinking glass or Motorcar Paint.

As you adjust your shader, you lot can preview your results in the Hypershade Material Viewer or in the Arnold Return View.

Create a glass textile

In this scene, an Arnold Skydome light is mapped to an .hdr epitome to provide image-based environs lighting. For more information about the Skydome low-cal, encounter Ai Skydome Light.

The key attributes that yous need to adjust are in the Base, Specular, and Manual department of the Standard Surface Attribute Editor.

  1. Select your model, then right click and select Assign Favorite Textile > Standard Surface. A standardSurface2 shader is now assigned to your glass model.

  2. In the Standard Surface Attribute Editor, lower the Specular > Roughness to 0.

    If y'all are modeling a clear glass, y'all do not demand to fix a roughness value. As you lower this value, your specular reflections now appear glossier, and your render will also exist faster as a result.

  3. To make the glass transparent, accommodate the Transmission > Weight. This allows lite to besprinkle through a surface, and is ideal for modeling drinking glass or water.

    Ready this to a high value, for example 0.95, for glass.

  4. Lower the Base > Weight value and so that your combined Base of operations > Weight and Transmission > Weight values equal to ane. In other words, set Base > Weight to 0.05 because Transmission > Weight is set to 0.95.

    The Standard Surface shader is energy conserving past default: all of its layers are balanced and then that the corporeality of light leaving the surface does not exceed the amount of incoming light. Past setting your layer weights to 1, you ensure that your material is energy conserving and that it will react predictably in different lighting.

  5. Increase Specular > Weight to capture the specular contribution from straight calorie-free sources. The higher the weight, the brighter the specular highlight.

    Specular weight is ready to 1 in the following image.

  6. To add multifariousness to your drinking glass, adjust attributes such as the Manual > Colour to tint your drinking glass.

  7. To create frosted glass instead of clear glass, increment the Specular > Roughness.

    A roughness value of 0 gives a perfectly sharp mirror reflection, while higher values create reflections that are closer to a diffuse reflection. In this case, a value of 0.177 is used.

Create a metal

In this scene, an Arnold Skydome light is mapped to an .hdr image to provide image-based environment lighting. For more than information about the Skydome light, encounter Ai Skydome Light.

The central attributes that you need to accommodate are in the Base, Specular, and Glaze department of the Standard Surface Attribute Editor.

  1. Select your model, then right click and select Assign Favorite Material > Standard Surface. A standardSurface2 shader is at present assigned to your shaderball model.

  2. In the Standard Surface Aspect Editor, lower the Specular > Roughness to 0 to create a chrome material.

    The lower the Roughness value, the sharper the reflection. A value of 0 produces a perfectly sharp mirror reflection.

  3. Gear up Specular > Weight to 0.8 to capture the specular contribution from directly calorie-free sources. A college value produces a brighter specular highlight.

  4. Set up Base > Metalness to 1 to turn your surface into a metal.

  5. Set Base of operations > Color to tint your metal.

  6. If you are modeling car paint, y'all can create a matte finish instead of a glossy i by adding Specular > Roughness.

    In this example, Roughness is set up to 0.45.

  7. You tin then add a reflective, clear-coat layer to your metallic by adjusting Coat > Weight.

    This is must useful for adding a clear-coat layer to car paint, or a laminated, protective, or oily sparse-motion-picture show to your surface.

    In this instance, coat is set to 0.3.

  8. To blur this thin film, adjust Glaze > Roughness.

    In this example, roughness is fix to 0.25.

    Note: Specular > Roughness only affects the directional and environs lite contribution to the metalness of the object; information technology does not affect the coat layer. You lot must accommodate the roughness of your metallic and the roughness of your coat separately.

Tips and tricks for using the Skydome calorie-free

By default, the .hdr image used for environs lighting is included in the background. To exclude it from your terminal render, select the aiSkyDomeLightShape Attribute Editor, and then set Visibility > Photographic camera to 0.

In add-on, the reflections and refractions produced by the environs lighting are too baked into your render by default. You may want to exclude these reflections and refractions if y'all plan to blended your render into a neutral background. To do this, select the aiSkyDomeLightShape Aspect Editor, so set Visibility > Manual to 0.

How To Make Something Look Like Glass In Photoshop,

Source: https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2020/ENU/Maya-LightingShading/files/GUID-426580A4-6079-46A2-B651-E3CE38A5DEB8-htm.html

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