#sphere subd
1 messages · Page 1 of 1 (latest)
Don’t use a normal sphere. Instead grab a cube sphere.
Add the default cube, subdivision surface modifier (to 3 or 4) and than a cast modifier set to sphere. Duplicate the cast a 2 times to make a perfect sphere. Now you can apply all the modifiers starting with the sud-D.
After that you can freely add more subdivisions by using another subdivision surface modifier
There’s also an add-on which adds the specific cube but I forgot the same and you could subdivide the cube and search (F3) for to sphere
okay, thanks so much!
and how to make a glass ball?
like that i could see things inside
like make this a thin glass thing
similiar to this, but the drop looks way different
the drop
also same material
You use the glass shader and set the ior to smth between 1.45 - 1.5.
Then add a solidify modifier if you want air inside the drop, otherwise it’ll be solid glass.
You can use a mix shader and use both, a glass and transparent shader to control the glossy effect.
Another thing that might be worth mentioning is that you can use a layer weight (facing) node for the mix factor to great “thin glass”
Volume absorption should be used to change the Color (which can be really heavy for your pc) and the roughness slider is fairly sensitive so start with 0 and maybe go up to 0.05
First of fresnel gives weird results especially if the back facing areas are visible. So try to use facing instead.
0.5 roughness for the glass is way too high and I don’t think you need an additional glossy bsdf. It adds more reflection which is most often undesired
In to the volume of the material output
its not doing anything
Because the roughness is really high and you are mixing a transparent and a solid shader
yes
First fix the stuff with the glossy shader. Try to use a normal glass shader with a 0 roughness and a volume absorption. Nothing else.
Give the absorption an extrem Color. That way you can tell what’s happening. Increase the value to something that you like. After that adjust the Color, than change the glass roughness and after that’s done you can play with a mix shader.
Atm you are using so many things without knowing what they do. You can’t properly measure something if you have like 5 variables
Set the roughness to 0 and use cntrl a to apply all transforms
Also make sure the right material is applied
oh, worked, thanks
👌
Glad I could help. And always try to minimise variables. I sound like my physic teacher but I gotta say the he was right.
or set the factor to 1 on the first cast modifier, instead of using two separate,
I get this (left) when using 1 subD and 1 cast, then 2 subD
the right shows what I talked about 🤷‍♂️
no like, you don't NEED two cast modifiers.
0.5 fac + 0.5 fac = 1 fac
at least, they SHOULD be the same
They are not but the one thats set to 1 is closer to a perfect sphere. Not visibly but you can tell when using a really high subD amount and a high res sphere that intersects. So note for me, use 1 instead of 2 times 0,5 
Wouldn't it be simpler to subdivide in edit mode with the smoothing option set to 1?