benjaminbogaert Posted July 31, 2013 Share Posted July 31, 2013 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 Much Of regards. Link to comment Share on other sites More sharing options...
Corey Beaulieu Posted July 31, 2013 Share Posted July 31, 2013 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. Link to comment Share on other sites More sharing options...
Ismael Posted July 31, 2013 Share Posted July 31, 2013 http://en.9jcg.com/comm_pages/blog_content-art-143.htm Link to comment Share on other sites More sharing options...
benjaminbogaert Posted July 31, 2013 Author Share Posted July 31, 2013 (edited) 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 July 31, 2013 by benjaminbogaert Link to comment Share on other sites More sharing options...
Corey Beaulieu Posted July 31, 2013 Share Posted July 31, 2013 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. Link to comment Share on other sites More sharing options...
benjaminbogaert Posted July 31, 2013 Author Share Posted July 31, 2013 At this point I have I have on HDRI in: Dome light, Env tab, vray refraction/reflection and in my glass material slot. Overkill? Also your glass is looking good far, I think my biggest problem is wanting to make something that isn't possible in the real world. Link to comment Share on other sites More sharing options...
Corey Beaulieu Posted July 31, 2013 Share Posted July 31, 2013 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. Link to comment Share on other sites More sharing options...
benjaminbogaert Posted July 31, 2013 Author Share Posted July 31, 2013 I will be rendering out in passes, so i'l have some control, thanks for the help, i'l be using your glass recipe hehe. Link to comment Share on other sites More sharing options...
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