Funny, on a still image it looks more like a mirror/chrome rather than a glass. Maybe add some sort of double-sided object on top of that cube with high opacity but at the same time with high spec value.
Besides that it's great :)
go down with the strength on the displace material.
Yeah, I've animated strength parameter within Stand animation and can see how it works now.
Btw, don't you know how to make the glass look green, emerald-like? The material doesn't have any more parameters. Gonna try to put something inside.
Also, feel pretty interested, how will ribbons look with this material. Hope it's possible to apply it to them, gonna try tomorrow.
And another question:
Just imagine, I set strength to minimum and some way invert the vectors defined by normal map. Will this glass thing look like a true mirror? What do you think? (I would try it, but don't know how to invert normal map to make normal vectors be multiplied be -1 in terms of geometry).
Speculaarity driven light reflections look cool, but some metal surfaces would look better with mirror-like effect.
I think that If you put another object, slightly smaller or slightly bigger than the displace one (I'd go with slightly smaller) with opacity and green color in the diffuse layer it'd be a green glass :) I think the slightly smaller would do better since it would refract it also.
As for the reversing the normal vectors: just flip the normals of the model before you bake the normal map. I don't think it would work as a mirror though.
I suspect that the displace is some kind of screen space shader.
Alright, experimented with what you said and found out, that second model must be slightly smaller, but its priority must be higher. Also, its blend mode must be Add.
Don't know about the diffuse color, but I made it emit light with 0.1 emission factor and set Emissive Blend Type to Team Color Emissive. So, now the glass look team colored.
But I've got a possible glitch with specular map. I defined it as a simple white texture with black alpha. And checked the render alpha as team color. Expected to see specularity-driven reflections to be also team colored, but they are still white, as there wasn't 'render as team color' checked. Is it possible that it can be fixed? (still using the earlier version though)
So the alpha channel should be the specular power and the RGB portion should be the specular color.
Yes if we have "render alpha only" checkbox checked. But "render alpha as team color" probably should make alpha decide what proportion of team color is mixed with RGB color. So, the question is: can we use team color as a specular color, or specularity only uses RGB layer, and "render alpha as team color" intentionally doesn't affect specular color.
The mesh looks good for the barrel but the upper part should have a different texture. Also just from a reality point of view the long thin pillar holding such fire power looks off. Use a more entrenched force distributing looking base.
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