The rending for today was an other 9 hours, but this time I have the glass materiel like I want it. I also made the model more complex (and ugly). A few people told me they liked my previous lamp shade better, but this one—despite it's looks—is closer to a true stained-glass Tiffany lamp. The other lamp had large curved glass panels, which I have never seen in an actual antique Tiffany lamp.
Getting Sketchup to make this model was no easy task. Either Sketchup has some bugs when intersecting surfaces, or it has one really annoying "fetcher" when removing some faces from merged surfaces.
To make this lamp I started with a circle separated into 8 segments. I drew a design in one segment—some simple arcs—and then offset them all to form 1/8th inch chambers. To do this I used the offset tool and for each chamber offset it 1/16th of an inch. I then removed all the original lines to leave the 1/8th inch chambers. Once I had a full segment, I did a rotate and copy, flipped the copy and made a full quarter segment. I then did a rotate, copy, and duplicate to complete the circle.
Once I had the pattern, drew the dome again. And once again the dome was 1/8th of an inch thick. Then I extruded the pattern down through the dome, intersected the lines with the model, and then removed the extrusion. What remained was my pattern projected onto the dome.
Now began a lot process of removed all the chambers between the cames
. This did went quickly for most of the faces, but several faces were not separated despite the intersecting process. It was a painful job of slowing tracking down what line was missing in order to separate the face from the rest of the surface. In time however, I had the skeleton for the stained glass. Then the process was much like before—draw a slightly smaller dome, move the skeleton onto the new dome, and intersect. The result is that each of the chambers has a piece of stained glass that can be individually colored.
Next I quickly painted my stained glass, and I do mean quickly. I grabbed a bunch of colors and just assigned them to areas—there was no artistic though what so ever. Now I had the top to my Tiffany lamp. The top looked really bad proportion wise, so I ended up stretching it vertically. The same with the lamp base, which is the same base I had for my last rendering.
After a lot of toying around, I finally got a stained glass materiel I liked. I started with a glass materiel, removed the Fresnel setting, set the color, and added a strong bump-map texture for ripples. This rendered just like what I expected out of stained glass. The trick was the turning off the Fresnel setting. Why? Couldn't tell you, but it disabled the bump-map texture what gave the glass it's ripple.
I also decided to add a mirror and four walls to my model chamber. Makes it a little less boring, and I wanted a mirror. So here is the night's rendering. As you can see, the cames rendered almost white on the bottom side of the lamp. They are also 1/4th of an inch thick because the glass has no thickness. All items I plan on addressing. I have already begun a better Tiffany lamp pattern to try tomorrow, so stay tuned...