step 1 of 5
2. I made the markings by beveling the a circle in two ways to the shapes shown. To attach the markings I had to make triangular polys.
3. This was the one sided result. The layes was duplicated and flipped inwards (making it double sided) for the later upcoming texturing.

step 2 of 5

step 3 of 5
The ingoing glass has a slight bump map to make it less regular. It refracts 1.52. I also applied a fast fresnel plug in to make the transparency different depending on the viewing angle. The outgoing glass is just a transparent layer with 1.0 refraction.
The bullets has some simple procedurals applied to diffuse, specularity, reflection and bump.
The table carpet is also just some simple random color, diffuse and bump procedurals.

step 4 of 5
The purple indicated light at the camera is a light camera to get give some faint global light. But it's only the area light that casts shadows and caustics.

step 5 of 5
The first one was my original. I felt it was too sterile, so I added the bullets. The third one was a experiment with color filter. I really like the coloring effect, but because of the dark color, it consumed the caustic effect. So I decided to post the middle one.

Final result


Hey, just to let ya know some of us do read the SBS's
I really like the render with the red dice, would like to see a larger version...
(2 years and 150 days ago)