Originally posted by ^Lele^
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What do you guys use for realistic window glass?
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Well, this was some refuse i carried around all these years.
Fog is *not* needed to get proper total internal reflections, just the "reflect on back side" switch is.
I'm ever so sorry to have led you astray.Lele
Trouble Stirrer in RnD @ Chaos
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emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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What makes this wrong?
1 PhotoBobby Parker
www.bobby-parker.com
e-mail: info@bobby-parker.com
phone: 2188206812
My current hardware setup:- Ryzen 9 5900x CPU
- 128gb Vengeance RGB Pro RAM
- NVIDIA GeForce RTX 4090 X2
- ​Windows 11 Pro
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Cheers for the info Lele. Its been bugging me for long time. Visually I always got better results with it on, but Id been told by others it was for single sided geo only.Last edited by seandunderdale; 06-01-2020, 01:09 AM.
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Originally posted by glorybound View PostWhat makes this wrong?
The most basic glass setup should start out with pure black diffuse, pure white reflection and refraction (VRay takes care of not breaking the laws of thermodynamics internally) and an IOR of around 1.5-1.6. From there on out it's about tweaking colour (fog) and reflectivity (ior).Check out my (rarely updated) blog @ http://macviz.blogspot.co.uk/
www.robertslimbrick.com
Cache nothing. Brute force everything.
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Originally posted by Macker View Post
The index of refraction being unlinked and set to 1.1, and reflect on backside disabled.
The most basic glass setup should start out with pure black diffuse, pure white reflection and refraction (VRay takes care of not breaking the laws of thermodynamics internally) and an IOR of around 1.5-1.6. From there on out it's about tweaking colour (fog) and reflectivity (ior).
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Vray wont clip anything (as far as I know) if you're working fully linear. You'll need to use some tone-mapping / colour mapping to control those highlights. But using 255 white in the reflections means that at fully glancing angles your shader will return the values in your scene or hdri dome. If your lights source or dome is using realistic values, that isnt a huge problem. Obviously nothing is a perfect surface so maybe shouldnt return the full value of the light course, but Id argue that we are talking about such small differences if you use 255 or 250 white that it wont make or break the image. I usually find people obsessing over issues like 255 white or not for reflections, but that's the least of the problems when you see the shot they're working on.
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Originally posted by Macker View Post
The index of refraction being unlinked and set to 1.1, and reflect on backside disabled.
The most basic glass setup should start out with pure black diffuse, pure white reflection and refraction (VRay takes care of not breaking the laws of thermodynamics internally) and an IOR of around 1.5-1.6. From there on out it's about tweaking colour (fog) and reflectivity (ior).
Bobby Parker
www.bobby-parker.com
e-mail: info@bobby-parker.com
phone: 2188206812
My current hardware setup:- Ryzen 9 5900x CPU
- 128gb Vengeance RGB Pro RAM
- NVIDIA GeForce RTX 4090 X2
- ​Windows 11 Pro
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Does your glass have thickness? Have you got an example of the before and after? I've always used the settings that we recommended for my car stuff.
Black diff / 255(ish) reflect col / reflect on backside on/ 255 refract col / tweak fog colour based on tint / play with bias and multiplier to get the look I want. I also sometimes put a wavy bump map in to distort the glass a bit too. Crisp clean reflections can look a bit fake on cars.
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Originally posted by seandunderdale View PostI also sometimes put a wavy bump map in to distort the glass a bit too.
I'm assuming in real life this might have to do a lot with the coating on the glass, but does anyone have a good process for reproducing this in the reflection only? I usually model two layers of glass with a small gap between them so you get that realistic effect of the double reflections that are slightly mismatched due to the separate bump maps on each panel. To get around the refraction issue I've been lowering the IOR dramatically and that reduces the effect...but it doesn't fully take it away and it seems like there's probably a better way.
Does anyone have advice?
Last edited by tmbarker531; 27-01-2020, 03:12 PM.
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Yeh, I had the same wonky refraction issue with car window glass. If I can get away with bumping the shader as a whole subtly, I will. If the refraction is noticeably distorted, Ill make a blend shader. Duplicate the glass shader so I have two glass shaders the same. Turn reflection off on one, and turn refraction and fresnel off on the other. (Basically a chrome) I drop the first glass (with no reflection) in the base of the blend, then put the chromey shader in the first blend slot, and use a fresnel to blend it over the base glass. You can then drop your bump map into the chrome glass shader and bump it till it looks right, and your glass refractions wont be affected.
A side effect is that the glass doesn't render exactly the same as if it was one shader. It doesn't look wrong, just different. So as long as you're ok with that, then I've found no issues with this method yet.
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Originally posted by glorybound View PostI did the things suggested, but the glass turned out bad. When is V-Rays material library coming out?Check out my (rarely updated) blog @ http://macviz.blogspot.co.uk/
www.robertslimbrick.com
Cache nothing. Brute force everything.
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