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The last object that needs a material on this model is the watch glass. We've had it hidden this whole time so that we could see the watch face, and the hands. Let's unhide that watch glass. Go back to the Manage Layers dialogue, and unhide the glass. We also want to select it while we're at it. So, we'll select that. And now it's actually selected in the View, and go to the Material editor. And create a new Arch and Design material. Scroll back up to Mantaray Arch and Design and drag that over.
And then double-click it, and then give it a name, we'll call it Glass. And luckily for us, there's a preset. We can just go in to Select a Template, and we've got Glass, and there's several varieties. There's Thin Geometry, Solid Geometry, and Physical. Thin Geometry is for glazing on windows. Solid Geometry is for solid objects like this one is. It actually has thickness. And Physical is another version of Solid that uses physically accurate algorithm.
However, that accuracy comes at a cost and it's much slower to render. I don't recommend using the Physical template because we can get good enough results from the Solid Geometry template. So activate that. And that's ready to go, we can go ahead and assign it. So it's selected and the glass is selected in the Viewport, and we can click Assign Material to Selection. And now that's done. If we need to adjust anything we can come back in here, but let's do a test render and see what we get now. Here's the result we get with just the default glass, and if you look really, really closely here, let me zoom in.
You'll see that you're getting a little bit of an edge rim here, that's a bit of refraction. And what we're seeing is these markers refracted through that glass, or light bending through the glass. That's a subtle effect. You can see we're getting a rim light here on that glass as well. And we're getting a bit of a white sort of glow here. And that might be a reflection or it might be a highlight. There's no way for us to know right now. But we can go back into our Material editor and if we need to we can make an adjustment.
So there's a couple things we can do here. One is we can enable Highlights and Final-gather only, and that's going to disable Reflections. And we can just test to see if that is going to change. And instead of rendering the entire view, we can just do a region render. So click on the little Edit Region hand icon there. And then move this around until you're just in the area you want to test, and then click Render. Okay, so apparently having changed it to Highlights and Final Gather Only it did in fact improve it a little bit if you look really closely.
I want to zoom in a bit again but the only way I can do that is to go back up here to View Render and then zoom in a bit. You can see the difference here now after having turned Highlights and Final Gather Only on, we're not getting any reflections we're only getting the highlights. And we're not getting so much glow. And if we want to increase this highlight or decrease the highlight, we can scroll down into Advanced Rendering Options. And we can adjust the intensity of the highlights here. So, if we want more intense highlights, we can increase that.
And if we want it to be less intense, we can decrease it. Let's try increasing it and see what it looks like. Go back out, go back to Edit Region. Render that region again, maybe a little bit larger area this time. Alright so we've increased the intensity of the highlights, let's look at this in View mode here. And basically we're getting a hotter highlight here and no reflections here. If I zoom in again we can see that a bit more clearly. This is after having made the adjustments and this is before. And it just depends upon the look that you're trying to achieve. I think, in fact, I want to have just the default intensity, bring it back down to one.
And I think that's going to work just fine. So, my final decision here is to have the Intensity set to one, and to have Highlights and Final Gather Only enabled. We'll go ahead and render the entire view once again. All right, that's the result of our test render and it's looking pretty good at this point. And now, we can add Ambient Occlusion, which is going to give us even more realism.
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