Re: Decal on glass object,.
Posted: Thu Dec 03, 2009 6:29 pm
No problem...step by step:
Does that help explain it?
Nothing special going on here.1. make your glass material
2. revolve your bottle profile
3. assign the material
That's so we can map the two pieces separately...4. extract the bottle's inner shell
Also, nothing special here.5. set the outer shell to use cylindrical mapping
Basically, I am saying that since you have to use one material on one mesh in order to have the dielectric render correctly, we need to have a way to make sure that the decal is not mapped onto any visible portion of the inside of the bottle. So we planar map it, and resize the mapping plane such that the decal is not showing up on the innner shell of the bottle. Here, I've mapped it onto a plane to show how the UVs for the inner shell are ending up:6. set the inner shell to use planar mapping (projected from above)
7. stretch the planar mapping such that the decal portion falls outside the object
We are counting on the fact that the UVs of the two meshes will not be modified when we run Join - we will then have a bottle which is a single closed mesh, and whose UVs are such that the decal is only visible on the outer shell, where we positioned it using a cylindrical mapping.8. use Mesh > From NURBS Object to make two meshes
9. hide or delete the NURBS bottle
10. run Join on the two meshes
Does that help explain it?