On To Something…
Control wedgies’ surface settings get their workout.
Using the Surface Preset panel, I started sampling various transparent surfaces in an attempt to get better results for the colorful crystalline wedges staggered across the lighted control surface. I’m making progress, but haven’t had a lot of time to devote to it.
I decided to take one of the wedgies and apply a preset glass surface, tweaking the color and transparency to my liking. I made the 2nd blue wedgie from the left my sacrificial test subject! The preloaded settings were interestingly varied even when categorized under the same heading for glass.
Eventually, I had to load the entire console into its own devoted Layout scene, in order to test render those transparency and color settings with greater frequency. Below is just a train of those experimental attempts.
Although I liked the overall color effects here, the wedgies appear more as ghostly apparitions than clear solids. Also, the lighted backing was glowing a blistering bright white despite the fact that I’d mapped a UV image onto it, specifically meant to imbue it with a mild gradient, making it bluer and dimmer toward the outer edges. I chose to reduce its diffuse levels a few points, which had some positive results.
Unfortunately, dimming the background drastically dulled the wedges, since they have no self luminosity. Their paleness also remained an issue. When I compared the test subject’s settings to all the others’ surfaces however (which only differed individually in hue), I was reminded how useful the Advanced tab could be when I saw its color filter set to 100.
The color filter had instant results, but 100 was a tad high. I also made use of the Fast Fresnel shader, which is very useful but still leaves me a little confused as to who is doing what, but I can always retreat to my manuals and tutorials if need be.