- Fri Jul 29, 2011 9:29 am
#345618
Hello community,
I have a probably simple question which I am not able to explain to myself right now.
I am working on a Glass shader for a bottle of water. I have my bump for some details and everything is working good so far. To add more realism in the appearance I wanted to
create hmm...a scratchy, matte area,

which happens because bottles in the factory are kind of hitting each other or when the machines are moving them like here

So..when I connect a colortexture into the transmittance slot, i get a green glass with a still transparent greyish area. But when i connect a black/white texture to determine the transparency of the areas (green is full transparent and the grey as very very little transparent) then how do I change the color to green back since then I have a white glass with a black nontransparent area? Puting the color texture into the 0 degree or 90 degree reflection slots doesnt help. Do I need a new layer for that? or just another bsdf? I could not solve that by new layers for some reason. Its no problem for me to do that in mental ray but here the terms are different and there are some "slots missing"
Would appreciate any help.
Thank you for reading.
Cheers
I have a probably simple question which I am not able to explain to myself right now.
I am working on a Glass shader for a bottle of water. I have my bump for some details and everything is working good so far. To add more realism in the appearance I wanted to
create hmm...a scratchy, matte area,

which happens because bottles in the factory are kind of hitting each other or when the machines are moving them like here

So..when I connect a colortexture into the transmittance slot, i get a green glass with a still transparent greyish area. But when i connect a black/white texture to determine the transparency of the areas (green is full transparent and the grey as very very little transparent) then how do I change the color to green back since then I have a white glass with a black nontransparent area? Puting the color texture into the 0 degree or 90 degree reflection slots doesnt help. Do I need a new layer for that? or just another bsdf? I could not solve that by new layers for some reason. Its no problem for me to do that in mental ray but here the terms are different and there are some "slots missing"

Would appreciate any help.
Thank you for reading.
Cheers