mzex Posted October 8, 2005 Share Posted October 8, 2005 which is the best way to do that type of glass? milky glass is white glass, the one that is used for hanging lamps. something like this is in the attachment Link to comment Share on other sites More sharing options...
bricklyne Posted October 8, 2005 Share Posted October 8, 2005 It would help to let people know what kind of renderer or render plugin you're using. The effect is typically called subsurface scattering (SSS) and different render engines have different ways of simulating it. Link to comment Share on other sites More sharing options...
mzex Posted October 8, 2005 Author Share Posted October 8, 2005 sorry! I forgot to write it down. I use v-ray 1.47 Link to comment Share on other sites More sharing options...
DennisHolland Posted October 9, 2005 Share Posted October 9, 2005 In the vray material rollouts, tick translucent and set it at a shinethrough of your desire. For that type of glass 30 is pretty close, in combination with a little refraction.... Link to comment Share on other sites More sharing options...
mzex Posted October 9, 2005 Author Share Posted October 9, 2005 hm I tried that but i got this. it seems that without translucency I get better result. first two are without translucency (different settings), and third jpeg is with translucency. max file is file where you can see settings I use for third picture. Link to comment Share on other sites More sharing options...
mzex Posted October 9, 2005 Author Share Posted October 9, 2005 here are the attachments Link to comment Share on other sites More sharing options...
bricklyne Posted October 10, 2005 Share Posted October 10, 2005 Well, with Vray, you're typically better off achieving translucency ( such as with frosted glass or milky glass as you had asked) by using refractive glossy properties and fog colouring, as opposed to the translucent checkout. The exact reason for this, I'm not exactly clear on, but it might have to do with the fact that translucency is not a straightforward thing that works the same for all materials. In any case tips on how to use, adjust and know the properties of the refractive glossy properties, can be found at; http://www.chaosgroup.com/stuff/MtlTutorial/ But personally I found this particular demosntration more informative and helpful in knowing what the effects would be: http://www.richardrosenman.com/vray_absorption.htm Just remember that you typically have to use the fog colour function as well or else you may not get the result you desire. Also remember that sometimes you can have translucency through a mapped material ( for example with a marble texture, so as to give the effect of alabaster like you have with lampshades), and usually all you need for that kind of transluceny is to use a fallof map in the refract map slot going from white to black ( or vice versa depending on from where you're looking) and adjust the curve to get the transparency you need. The diffrence between the 2 methods is that with glossy refractive translucency you get a blurry (gaussian) distortion of objects that are further away fromthe glass than those just next to it, but with a falloff map you get the kind of translucency you get when you look through a light cloth. Reading your post I assumed that you wanted to simulate the former hence the links to the absorption tutorials. I hope this helps..... Link to comment Share on other sites More sharing options...
Tim Saunders Posted October 10, 2005 Share Posted October 10, 2005 imo it depends on what the glass is going on. hard to tell with these cubes. it doesn't look like reflection on the glass is important at all in this case. if i'm right, whynot just use a standard material, pick your color, desired opacity and give some illumination? it would sure save some rendering time. Link to comment Share on other sites More sharing options...
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