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Glass, the final frontier.


benjaminbogaert
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Hi guys,

 

Kinda need your help, i'm doing this complex, and the glass I want needs to be refractive enough to show some of the walls inside, but I would also love some nice crisp reflections.

 

At this point, the glass feels really dull.

I tried to put a hdri in the glass environment tab, didn't do much, would appreciate it if you might guide me in the right way.

 

Reflection is at grey 232

And refraction is at 252

 

Edit: The fallof map is on fresnel

GlassMyOneAndOnly.jpg

 

 

Much Of regards.

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My default glass lately has most of the qualities you are looking for:

 

Diffuse: 0 (pure black)

 

Reflection: use a falloff map> set it to 40 grey and pure white> Fresnel type> override IOR to 2.2 (you may want 1.6, but ditch the 1.15 you are currently using)

 

Untick Fresnel Reflections

 

Refraction: 245 White

 

No Bump really or MAYBE a noise set to fractal> Something large in the size> and set its map intensity to 1.0-3.0

 

That's it. I like this because glass is reflective at all angles, even dead on, and standard fresnel doesn't really have a strong reflection. I know you wanted a more clear glass, but I would use what I listed above and then get a VRayRawRefarction Element and just draw out what you are looking for.

 

Daytime glass is not see through really.

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I can't thank you enough Corey!

 

I digged up every post here on the forum about glass, tried a gazzillion different ways, and missing a certain feel to it.

Also i'm doing this for a person who would need my services, he gave me some specifications so It has to be exact.

 

Thanks really! I'l see how your trick does.

 

Edit: Thanks Ismael, i'l have a look.

Edited by benjaminbogaert
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I would add that your HDRI in the environment slot of the material is better off in the Environment slot of Max or in a Vray Dome light. You can un-tick Diffuse on the light if you want to continue using another sky as the GI source, but use it as your reflection and specular source. you can also just toss it in the Reflection Override slot of the Vray render panel.

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That's the beauty of render elements. Raw especially.

 

That is overkill, but if you are using the same map everywhere, it really can't hurt anything. I generally like the reflections from the dome light the best. They seem more pronounced, but will cause alpha issues if visible.

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