How to render/set tinted glass material in Grasshopper?

Hi, Rhino-Users!

I am new in this forum and am wondering about how to set/adjust materials in Grasshopper. :thinking:
It may need the viewport settings, however, I am not sure. Could anyone please help me?
I want the colour to look very realistic if it’s possible even the glittery part since it will be more interesting and more enjoyable to work on. I am currently trying out some Gaudi work since I am working on a grid-snapping project and decided that if I can snap Gaudi’s work I can snap anything! :wink:

This is my first post, so please be patient and forgiving, I am trying my hardest to follow all the rules!

I want the color to look like this:

Thanks,
Michalina

Rhino_Post_Changing_Materials.gh (10.5 KB)

Hey,

You could get started by using a Rhino file that has the materials already predefined. Then you can have a list of names that you can use with the Custom Preview component.

Attached an adaptation of your GH definition along with a 3DM file. First load the Rhino file, then the Grasshopper file, as the latter wants to use materials from the former.

The materials aren’t very advanced yet, I’ve used the preset materials (metal, plaster, plastic, paint), but I think this at least should get you started with assigning materials to your GH geometry.

In the GH definition I create separate pieces out of your input curves by extruding them to a thickness, then scaling each of them around their individual centers. I create also a larger disc for the frame. I cut out the holes by using thicker versions of the pieces.

The main point of the GH definition is that you can use materials from the Rhino document to feed into the Custom Preview component. You can of course look at the cluster where I create all that geometry - I’m sure that with more time and thought it can be done much nicer, just threw it together to show it is possible.

I did this in Rhino 6 (on the Mac). With Rhino WIP (to-be Rhino 7) you’d have even better material choice and control through the Physically Based Materials.

A possible result using Raytraced

Rhino_Post_Changing_Materials.gh (23.8 KB)
Rhino_Post_Changing_Materials_raytraced_v6.3dm (3.3 MB)

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@nathanletwory

Sorry, for not answering earlier but I was at winter break, skiing so I didn’t have so much time to see your response. Thank you for investing so much of your precious time into my problem. I have learned a lot today, thanks to you… Thank you, once again!

This is a splendid way of doing things that I didn’t know existed. Thanks for showing me this idea.
I will use it in the future and it will help me make buildings/objects more appealing. Now I have everything necessary to carry on with my project.

Thank you, as well as McNeel for your help and magnificent support! :grin:
I love Rhino! :heart_eyes:

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