Hector Posted May 11, 2007 Share Posted May 11, 2007 Hello all: I need I bit of help here. I need to render an interior office space. The facades include fritted glass. The model itself if fairly simple. I am familiar with the basics of Modo shader tree but I need some help to build a good material for the fritted glass. Can anyone please point me to a relevant tutorial or provide some example settings on how to achieve this? I assume that the frit pattern will be a grayscale or black and white jpeg file with a good resolution. When rendering glass in lightwave I just use a single polygon for a glass pane, I don't build a three dimensional pane (say a stretched cube). Avoiding the double layer of glass polygons substancially reduces render times and I get very good results. However this applies for external renders. As I want to do an interior shot with global illumination I will have to render this in Modo which has given me exellent results on this task. Now, what approach should I use in Modo for modelling and texturing the glass panes?. I need to achieve a decently realistic render but not an extreme hyperreal image. Any other advice wellcomed. Regards Link to comment Share on other sites More sharing options...
ipxstudios Posted May 11, 2007 Share Posted May 11, 2007 What I use is a black and white bit map material with the frit pattern on it. Then place it in the opacity slot. The light will shine through and you can adjust the opacity of the frit. Link to comment Share on other sites More sharing options...
AJLynn Posted May 11, 2007 Share Posted May 11, 2007 Also, see if Modo lets you use layer blends... as I understand it, the shader "tree" system should allow for that kind of thing. You woul have one layer that's glass and another that's got the fritting (applied or sandblasted or whatever) and the map that controls the layer blending. Link to comment Share on other sites More sharing options...
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