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raytrace glass in max6


gail
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Hi all, I have to continue my work in max6 after upgraging from max5. I use the same simple glass material for the glass sliding door and shelf and I got this weird result below. Could anybody help to get back my 'glasslooking' glass? Thanks in advance. gail

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The easiest way I found to do it in max 6 is to use the "Architecture" shader instead of the "Raytrace" shader. Then under the material template dropdown, choose glass. For general purposes, this works great for me.

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Thanks Aaron, I've tried what you suggested, but unfortunately it doesn't result that nice glass you can see in image max5. It's very frustrating, that this raytrace glass worked in max5 but not in max6. I'd be grateful for any other suggestion. gail

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Can you please post the rest of your settings for this glass? I need a screenshot of your falloff map and anything else. I want to try to replicate this is Max 6.

 

Using the settings you provided, in Max 5 I was able to get the glass in the first render but I haven't been able to duplicate, in Max 6, the glass in the second render. If I get everything I can help you solve your problem, which I think may be in the falloff map. If I can remember correctly, I read somewhere where they reversed the values of black and white in reference to opacity. I'm not 100% though, and it may just be a part of my imagination.

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I have no idea what's causing the glass to do that. I made a material exatcly according to the screenshots and I got a glass that looked similar to the one in the first render. Try creating a fresh material using your screenshot settings and see if that works. Also try creating that material in a fresh scene and see what happens. If it's still white then its a setting issue, but if you get a better looking glass then its a scene issue. I hope this somewhat helps.

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