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  • As with all non-opaque geometry in MtoA, you should disable Opaque in the Arnold attributes for the geometry.
  • Assign a Standard Surface shader to the helmet and rename it to 'glass'. Reduce the Base Weight to 0.
  • Increase the Transmission Weight to 1 so that the glass is fully transparent. Change the IOR (Index of Refraction) to that of glass (1.5). If you want to add a tint color to the glass, change the Transmission Color to a light color. 

 

 

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The Transmission Ray Depth is set to 8 by default. If we lower this value and render the helmet glass we can see that the eye cornea (also a refractive material) appears black. This is because

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the ray depth is limited and therefore cannot penetrate the glass and the cornea shader.

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Gallery
includeLabelhelmet

 

Helmet Collar

Let's change the shaders on Sven's collar (and air tank) to have a more 'metallic' appearance.

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