1
$\begingroup$

I'm currently working on a model for Samsung Galaxy Note10+, with one of the colors used on the phone is "Aura Glow" that is a very reflective glass that reflects light (a la CD/DVDs):

A GIF demonstrating the "Aura Glow" color

However, I couldn't get the effect working as intended in Cycles, Blender 2.90.

  • Using the RGB Glass BSDF method shows the result correctly in Material Preview/Eevee, but appears transparent in Cycles render (note that the front of the phone appears as "see through"). Mixing with Principled BSDF didn't help much. RGB Glass BSDF in Eevee

RGB Glass BSDF in Cycles

RGB Glass BSDF+Principled BSDF in Cycles

I can't seem to find any other method that actually reflects like what I intended to, so I'd like anyone to help me on giving a reflective glass like that GIF above.

$\endgroup$
7
  • $\begingroup$ Apart from the answer @Luciano has given: check your node settings. The node setup you're linking to uses Normal in the Mapping nodes, not Point. Although when I try it the difference is not as extreme as in your screenshot, but the results are definitely not the same when you're using Point. $\endgroup$ May 14, 2021 at 10:33
  • $\begingroup$ @Luciano that works, but only in BI render, which is gone with the game engine. $\endgroup$
    – TheLabCat
    May 14, 2021 at 10:48
  • $\begingroup$ Did you try using a metallic shader instead of glass? $\endgroup$
    – TheLabCat
    May 14, 2021 at 10:48
  • $\begingroup$ @Luciano I've tested the second answer of the thread linked (which is a bit complicated lol) and after I tweaked a bit, it now look exactly as I wanted! Should I update this to include the node setup I used? $\endgroup$
    – logoffon
    May 14, 2021 at 10:49
  • 1
    $\begingroup$ @logoffon no, don’t update the question, but post it as a new answer. You can answer your own questions on this site for other users to know 😊 $\endgroup$
    – TheLabCat
    May 14, 2021 at 10:51

1 Answer 1

3
$\begingroup$

Turns out that this method actually do work, but for my use, a bit of tweaking has to be done to make it look like the actual phone:

node setup

enter image description here

enter image description here

$\endgroup$
4
  • $\begingroup$ Just one question, those four values on the left side, are you going to change them? Because they are not connected to group node inputs which means you cannot change them from outside the group. If they stay like they are, I have a much much easier node setup for you because there are a lot of redundancies... (for example, the Dot Product goes into Arcsin > Sin, which is nonsense... sin(arcsin(x)) = x.) $\endgroup$ May 14, 2021 at 11:41
  • 2
    $\begingroup$ What a pity, the question is closed. But to make your node setup easier: Delete all four Value nodes. Enter the Strength 0.5 directly into the Bump node. Then delete all Math nodes after the Dot Product except for the last Modulo node. Now add a Math node set to Multiply Add. Plug the Dot Product in the top Value socket, enter 2 into the Multiplier input and 0.5 into the Addend input. Plug the result in the top value of the Modulo node, leave the bottom value at 1. That's all, you just need two nodes between Dot Product and Color Ramp. $\endgroup$ May 14, 2021 at 12:34
  • $\begingroup$ I've already changed them to suit my need, so I don't really need to alter those again. But thanks for your suggestion! $\endgroup$
    – logoffon
    May 14, 2021 at 12:35
  • 1
    $\begingroup$ Oh, and for varying the colors a little you can change the Addend value somewhere between 0.0 and 1.0, changing the Multiplier brings variation too, but going below 1 makes the colors less "rainbowy" and more monochrome. $\endgroup$ May 14, 2021 at 12:56

Not the answer you're looking for? Browse other questions tagged .