WEBVTT

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While we're talking about shading, I wanted to briefly cover a glass material problem that you might

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run into and how to fix it, basically let's take this head and apply a new material and create a glass

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preset so of the shader standard surface.

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And if I got presets and I go down here to glass and I'm going to choose replace place that's off screen

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here and you can see it kind of, you know, looks like glass down the viewport.

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You can see through it here.

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And if we turn on the Arnold render view, we can see that it does indeed.

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Kind of look like glass, and so that might seem like you're all done there, but the shadow is, you

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know, maybe too dark, like the light should go through the the glass a little more.

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So there's a couple different things you can do with glass surface.

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You can turn on thin wall.

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So it's going to make the object to look a lot thinner.

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So it's a very thin piece of glass.

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And if you decrease the opacity, nothing's changing.

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And why is that?

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Well, that has to do with one issue here, that if we select the geometry and go into the head shape

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or the shape of the head, it'll be called whatever your piece of geometry is.

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And then shape shape is a technical term for a node that's common in Maya.

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And if we go down to the Arnold tab here, you can see that we have opaque turned on.

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And this is the one little thing that you have to look out for when you're using a glass shader is to

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uncheck that.

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So now you can see that indeed there is no shadow.

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Well, why is that?

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And what if we want some cosmetics here and cosmetics are about refraction through a material onto a

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surface.

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So that'll make sense here in a second when I turn on a color for transmission.

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So let's turn it maybe something to blue.

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Now you can see what would really be happening if this was a blue plate piece of glass.

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It would be refracting that color and creating this Kostic kind of transmission onto the surface here.

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So the other thing to consider is if you remember before when we lowered the opacity, nothing happened.

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But now if we lower the opacity, you can start to see through the subject the that piece of geometry

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and the cost exchange as well.

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You can see the areas of different thickness have a different amount of caustic transmission on them.

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So that's one thing to just look out for when you're using glass preset to uncheck the opaque from the

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Arnold shape area here.

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Thanks for watching.

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I'll see in the next lesson.
