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  • Frosted glass

    I had a look at previous threads on frosted glass, but they all seem out of date since the new version of vray.

    What is the best approach to frosted glass:
    Refraction glossiness or translucency? The later seems faster but less accurate(with the same no, of samples) than the former.

    I guess it depends on the way the glass has been frosted in real life, ie transfer or sand-blasted(yes I am that pedantic).

    I'm interested in your suggestions for both accurate and fast approaches to this shader.

    Patrick Macdonald
    Lighting TD : http://reformstudios.com Developer of "Mission Control", the spreadsheet editor for 3ds Max http://reformstudios.com/mission-control-for-3ds-max/




  • #2
    I when down the Refract glossy road on a recent project, about .85 (subs about 15-20) i think. And kept the reflect glossy at 1. Times where good but it was only a small scene.

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    • #3
      An unscientific test: Transparencies, and glossy refractions. Each vertical strip of glass has different parameters.

      The scene is lit with vray sun/sky. Vray lights at the first floor slab edge, and in the spandrel box at the top. Interesting to compare the dispertion of light with the different materials.

      Patrick Macdonald
      Lighting TD : http://reformstudios.com Developer of "Mission Control", the spreadsheet editor for 3ds Max http://reformstudios.com/mission-control-for-3ds-max/



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      • #4
        Interesting results. What where the settings you used for the translucent mat?

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        • #5
          I'm also curious about that. We have a need right now for some translucent materials similar to frosted glass. People have also been asking for a milky white, similar to a plain white corian.
          The problem is they want the materials with a light behind them. Of course, the light then needs to transmit through the object pretty well.

          I can get the ojbect looking good, but it has a protrusion comming out of it that should also be lit. What I did for tests was just make a plan with thickness, out of a cube, and extruded a tube out of it after making a hole. That's basically the shape of the final object. I can get the majority of the plane to look nice, and even a bit of the tube, but for the life of me I can't get light to get transmitted throughout.

          Is there a way to get light transmitted a bit more evenly? I've got it looking better, but it's still not great.

          Right now I'm using Refract 100% transparent with IOR 2.2
          Glissiness is a low 0.1 subdivs 20 for now use interpolation checked ON
          Fog color at 123, multiplier at .02
          had wax model, scatter @ .43
          Fwd?bck @ 1.0
          mulitplier @ 1.0
          Thickness at 1000 to encompass the entire object just in case.
          This is using the Blinn BRDF if that makes a difference.
          Also double sided is turned off.

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          • #6
            Just an observation...

            The left image looks like it is frosted through and through.

            The right image looks like the surface is frosted.


            Jon
            Jon Reynolds
            Method Studios

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            • #7
              I'm pretty sure that's what should happen since the translucency should simulate a volumetric effect, but the refraction glossy should only be a surface glossy I think.

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