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Glass Tint Help!


Michael Emo
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Hey guys, in a bind here with impossible deadline.

 

How do I make the glass darker? I don't have HDRI in scene yet, and ignore super low res for quickness as I'm in a hurry.

 

Using one target direct light with VRAY. Will post VRAy settings to get help there too as you can see it's not exactly the best lighting yet.

 

Any help would be appreciated :)

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And here are my settings for VRAy. Any improvement that you can see that I should make?

 

I'm using one Target Direct light with VRAY Shadows. I'm still applying material to the scene, but everything is assigned VRAy material. Looks mundane though. Doesn't seem to have tha pop yet.

 

Anyone can please help I would be forever grateful!

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It will pop more when you have a fill light lighting it. Unclick the fresnel box and add a falloff map to the reflection slot. Then change the falloff type to fresnel. You could change the color of the fog and adjust the mutiplier. Also change the refraction color to white and you probably don't want the refraction glossies that high. you probably don't need the subdivisions that high on either refract or reflect. Default would probably be fine. Max depth looks high as well although I can remember what the default is and I am rendering so I can't look.

 

Good luck.

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Well, Michael, it seems to me the problem is in your material. You have absolutely no refraction in there, which can make the glass look more like a mirror than anything else (even with fresnel on). You can try a few things, though:

- increase the refraction, so we can see the inside of the building (where it's probably darker)

OR

- leave the material as it is and, in the VRay environment tab turn "Reflection/refraction override" on. The grey tint we see now is your environment being reflected, so when you turn the reflection override on, you can control what will appear in the reflections instead of the current environment. When I do exteriors with a lot of glass, that's what I do (especially when I'm using a VRaySky)

 

One thing I noticed is that you have caustics on. From what you've shown, I really don't see a reason why you should have caustics being calculated. It only takes more time and memory (unless you have some huge pool in front of the building, then leave the caustics! ;) ).

I hope this helps.

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Thanks for the help guys!

 

Rick, I am trying your suggestions now. I turned off "Caustics' and the rendering definitely went quicker without having to calculate those.

 

Should I use SKYLIGHT OVERIDE in the GI Envirnment along with the Reflection/Refraction Env. OVERIDE? Or...just the REFL/REFRA overide?

 

If I do use each, I set tone to blue if I want my glass to reflect blue correct?

 

Thanks again!

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Should I use SKYLIGHT OVERIDE in the GI Envirnment along with the Reflection/Refraction Env. OVERIDE? Or...just the REFL/REFRA overide?

 

If I do use each, I set tone to blue if I want my glass to reflect blue correct?

 

The skylight override concerns lighting (GI) only, not reflections. You can use it to add some environment light to your scene (or you can use a VRay Dome light instead for more accurate results), but that won't affect the way things reflect or are reflected. The environment that you see reflected is the one you set in Max's regular Environment tab (rendering menu -> environment -> background).

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