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How to make glass (soda,silicone...)?

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I am manufacrure of glass ( table glass) but in glass air bubble are present, why, i do not know. My expert tries more and more after all faiure. Is any expert help me

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  1. ~ The short answer: Not enough heat!

    When the glass is originally melted the temperature of the furnace is turned up to decrease the viscosity of the glass so that air bubbles rise to the surface and pop.

    ... composition should be continued long in the fire, which should be for some time strong and afterwards more moderate, that the glass may be entirely free from bubbles before it is worked...

    Hand made glass nearly always has a few small bubbles.

    Why bubbles? http://www.glassencyclopedia.com/bubbleg...

    http://handmade-glass.com/QandA.html


  2. How to make glass

    New style glass

    There are three types of glass in the Source engine. The first kind is the new kind. This is the glass that you will have seen if you have played Half Life 2 (or cs_office in Counter Strike: Source), its defining feature is the ability to shatter when shot but stay intact – instead the glass is destroyed a bit at the time. E.g.:

    This type of glass is fairly simple to make, but there are a few things you need to know to get the best out of the effect.

    Firstly, make a room, lights and start point etc. Then you need to make a brush for your glass, any size will do. Any material that has been defined as glass can be used for this, but in the example map I used "glass/glasswindowbreak070a".

    Now, the very important thing to remember is that only 1 surface on the glass brush should contain the glass material. All the other sides should have the nodraw texture on it. When it's rendered in game the glass texture will appear on both sides and the glass will have no thickness.

    There is one more step: turning the brush into an entity! For this kind of glass we use the func_breakable_surf entity. Go ahead and tie the glass brush to that entity now, then open its properties.

    There are lots of options in the list, but I will only explain the pertinent ones:

    "Prop Data" should be set to "Glass.Small".

    The help file says that the "Health" field controls how much damage the glass takes before breaking, but it doesn't seem to have an effect. I think this is controlled in the material file, so for now just leave it set to 5.

    "Material type" should be set to "Glass", as should "Surface Type".

    "Fragility" controls how fragile the glass fragments are after being broken. For instance if this is set to a very high number (like 300) all the glass will shatter the moment it's broken. If you set the number very low (to 5 for instance) it will take a lot of built hits to completely destroy the glass. A number between 100 and 200 emulates real glass pretty well.

    Note that unlike glass in Half-Life 1, you don't need to change its "Render mode" or similar options as its transparency is defined in the textures alpha channel.

    Old style glass

    This is the glass you know so well from Half-Life. It's built the same way you built the glass for the previous type, remembering to texture every side but one with the nodraw texture.

    However instead of func_breakable_surf, we tie it to a normal func_breakable entity.

    Again I will only explain the relevant attributes.

    "Prop Data" as before, should be set to "Glass.Small".

    Like the "Health" field above, "Strength" does not seem to have an effect, so leave it set to 10.

    "Material type" should be set to "Glass".

    And that's it. The moment the glass is shot it will shatter and disappear completely (unlike the new style glass that leaves a broken rim of glass).

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