This tutorial was written for Lightwave 7.5. There are files available for you to download if you would like; but they are not required to complete the tutorial. Most of the images are shown fairly small, to ease download time. If you would like to see them full-size, just click on the picture.
In practical terms, this means that all of your transparent surfaces need to have two sets of polys. One with the refraction value of the material, and the normals facing out. |
One with the refraction value of air, and the normals facing in. |
If you would like to follow along with me, and try this out, you can either make an object, or you can download the HoneyJar.lwo .sit or .zip that I've prepared. (The maps for it are in the same file.)
Load the HoneyJar (or your own object) into Layout, and let's make a glass surface for it. (If you're using the Honey Jar, you may notice that I've already set color and bump. They aren't important for transparency, so I'm skipping those in this tutorial.) |
Transparency should be high again, say 95%.
Refraction index is the setting that makes the difference between glass, water, acrylic, etc. It might be worth looking up the actual Refraction of the material, if you aren't sure what it should be. Since this is common glass, we are going to use the common crown glass Refraction Index, 1.52. |
Only mirrors reflect sharp images; so let's blur the reflections on this glass. Click on the Environment tab, and set the Reflection Options to Ray Tracing + Spherical Map.
If you want to give it something to reflect, you can load the EnviroStudy.jpg into the Reflection Map. (Included if you downloaded the jar; or, you can grab it here.) Otherwise, just leave it as (none). Set the Reflection Blurring to 50% or so. (Note; Reflection Blurring can seriously slow down renders, especially if it's set to over 100%. Be aware of that while working with it.) |
The Minimum Glancing Angle is the angle at which the settings in the Basic tab begin to change to the settings in the Fast Fresnel options. (0° is pointing at the camera, and 90° perpendicular to it. So, for a sphere, the center would be 0°, and the edge would be 90°.) |
For better accuracy, you should set this to the Brewster Angle for the material. (Thanks, Arnie Cachelin.) I'm not going to go into a lot of math, but for our purposes that angle is the ArcTan of your Refraction Index.
Since we are using a Refraction Index of 1.52, we just pull out our handy-dandy Scientific Calculator. Make sure you are working in degrees, enter 1.52, and hit the ArcTan (tan-1) button. The answer is 56.659292yadayada, so just type 56.66 into the Minimum Glancing Angle field, since it will only use 2 decimal places anyway. |
And that does it! The glass material is set.
If you enable Render Refraction in the Render Options, and render now, you will see the refraction. |
Render now, and you will have a nice, empty jar. Just like that!
Want to put some honey into it? Go Page 2, and we'll do that. |
If you have a question, write to me and ask it!
If this tutorial has come lose from the frame it's supposed to be in, or is in someone else's frame, just click here to fix that. (You may need to select the LW Glass tutorial after clicking.)
Everything on this site is copyright © Robin Wood; all rights reserved. Please do not use anything without permission. To get permission, write to Robin, and explain what you intend to use it for.