I am trying to set up something...
I would like to have a plane with an image on it - say a forest. And then have a solid object in front of it - say a solid wall. If you render this you would see the object but not the forest. Now, I would like to have a lot of small objects - say magic crystals floating in front of the wall... BUT they would show the forest image from behind the wall. And the tricky part, have the crystals not all show the forest in whole but only a small part of the forest - the part they are in front of.
Any thoughts on how to do this? Thank you so much in advance!
Solved! Go to Solution.
I am trying to set up something...
I would like to have a plane with an image on it - say a forest. And then have a solid object in front of it - say a solid wall. If you render this you would see the object but not the forest. Now, I would like to have a lot of small objects - say magic crystals floating in front of the wall... BUT they would show the forest image from behind the wall. And the tricky part, have the crystals not all show the forest in whole but only a small part of the forest - the part they are in front of.
Any thoughts on how to do this? Thank you so much in advance!
Solved! Go to Solution.
Solved by rendermaster. Go to Solution.
just put the forest textures on some of your crystal object
Ronel Katigbak Pabico
3D Generalist / Animator / Renderer/ Graphics Designer
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just put the forest textures on some of your crystal object
Ronel Katigbak Pabico
3D Generalist / Animator / Renderer/ Graphics Designer
Autodesk Student Ambassador Platinum
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I think that is my trouble, it always shows the entire forest, or all the crystals show the same version of the forest. I was hoping to have each crystal only show the small part that they were in front of. 🙂
I think that is my trouble, it always shows the entire forest, or all the crystals show the same version of the forest. I was hoping to have each crystal only show the small part that they were in front of. 🙂
@rendermaster very clever but somehow you will need to have the crystals reference a UVW Map that is the same as the wall's map and does not move as the crystals move.
@rendermaster very clever but somehow you will need to have the crystals reference a UVW Map that is the same as the wall's map and does not move as the crystals move.
@leeminardi wrote:
@rendermaster very clever but somehow you will need to have the crystals reference a UVW Map that is the same as the wall's map and does not move as the crystals move.
my apology, my answer becomes a bit sarcastic....it just its the first thing that came into my mind...
Ronel Katigbak Pabico
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@leeminardi wrote:
@rendermaster very clever but somehow you will need to have the crystals reference a UVW Map that is the same as the wall's map and does not move as the crystals move.
my apology, my answer becomes a bit sarcastic....it just its the first thing that came into my mind...
Ronel Katigbak Pabico
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@kenb0314 wrote:
I think that is my trouble, it always shows the entire forest, or all the crystals show the same version of the forest. I was hoping to have each crystal only show the small part that they were in front of. 🙂
you can put the forest as your environment map, no problem with it. then on the wall, right click on it and untick visible to reflection and refraction. in this case only the forest environment will catch on the crystal's reflection and refraction.
wall properties
then create 2 or 3 material for the crystal with a diffirent amount of reflections, and apply it to your crystals model
Ronel Katigbak Pabico
3D Generalist / Animator / Renderer/ Graphics Designer
Autodesk Student Ambassador Platinum
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@kenb0314 wrote:
I think that is my trouble, it always shows the entire forest, or all the crystals show the same version of the forest. I was hoping to have each crystal only show the small part that they were in front of. 🙂
you can put the forest as your environment map, no problem with it. then on the wall, right click on it and untick visible to reflection and refraction. in this case only the forest environment will catch on the crystal's reflection and refraction.
wall properties
then create 2 or 3 material for the crystal with a diffirent amount of reflections, and apply it to your crystals model
Ronel Katigbak Pabico
3D Generalist / Animator / Renderer/ Graphics Designer
Autodesk Student Ambassador Platinum
YouTube Channel l Linked l Facebook l Blogs
Thank you very much!
Thank you very much!
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