Jump to content

Fritted Glass in Modo and generally


Hector
 Share

Recommended Posts

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

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

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...