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Architectural Glass Reflections


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Put a big polygon in front of the glass with the reflection image mapped to it. Turn off the shadow casting option of the polygon.

 

Do you have any kind of fresnel shader on the glass? It's a must have for realism.

 

Also, some people like to do it as a post process in Photoshop.

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Seach the cinema forum for topics such as this. It has been covered in the past and I believe Strat, Ernest and myself have all posted .c4d files of our personal glass starting point.

 

In general:

1)Set the colour to a muted dark green and reduce the brightness to near zero.

2)Set transparency to a muted green at 100%, refraction of 1.45 with fresnel. Add the fresnel shader to the trans channel in multiply mode with a fade from black on the left to white on the right.

3)Set reflection to 100% with the fresnel shader loaded in multiply mode with white on the left black on the right.

4)Add a map to the environ channel in multiply mode. Set the brightness to your liking (can go over 100%).

5)Add displaced turbulance to the bump channel. I use a strength of about 4% and a scale of about 1000%.

6)Specular: W-50, H-100, F- -28, I-6

 

That is my start point. Every scene and glass material is different so tweak to suit.

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