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Displacement and General Texturing of Dense Glass
UPDATED 10/22 5:09
I’m try to improve my texturing skills, and wanted to replicate this look:
This is what I have so far:
I’m getting closer, as I figured out the Vertex Map issue (thanks to GreyscaleGorilla), but I’m still not getting the density I want, especially on the top right edge of the front prism.
Obviously not even close.I have color, transparency, and reflection on one material and only displacement on another. The displacement texture is restricted with a polygon selection tag and mixed with the first texture.
1. I think they’ve used a Vertex Map to have the displacement smoothly fade off on the edges, but I can’t figure out how to restrict the displacement using a vertex map.
2. I love how the reference material is transparent but still looks dense. Is this done through SSS? Or can it be achieved using only transparency? I haven’t wrapped my head around how transparency and SSS interact. Additionally, it seems like the displacement in the reference is creating shadows on itself, which makes the furrows very prominent. However, I can’t seem to get any self shadowing without lowering the transparency.
Any suggestions or links to tutorials would be greatly appreciated. Thanks!






