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  • Reflection Colour

    Ok first questioin below was a dud... i figured it out myself and did some further searching sorry.. anyays i have another problem to pick your brains about ... im currently doing a buidlign that has sandblasted glass railings... i set up my glasss and on the back side apply a glass material with glossy refractions... however... the boss man is complaining that the sandblasted glass does not look white... what am i doing wrong?

    the material is blurring behind but he wants that milky look....

    again thank you all for your time hopefully one day i will be able to help out


    Hello Ladies and Gents,

    I have a question for you all, somethign that has been driving me crazy for the longest time. Is there a way to tint reflections so the colour of the glass is seen. My boss's have a long standing complaint about buildings reflecting blue well the sky is blue but they want their architectural glass...
    any help would be greatly appreciated

    Ryan
    Last edited by prey1979; 18-03-2008, 02:55 PM. Reason: answered my own question

  • #2
    Originally posted by prey1979 View Post
    however... the boss man is complaining that the sandblasted glass does not look white... what am i doing wrong?

    the material is blurring behind but he wants that milky look....
    What color does it look like right now?

    Right from the beginning.. I had the hardest time trying to get a Vray glass material to do what I wanted to. Still working on it sometimes. But the vray online documents does have a pretty good section of glass materials showing examples of what all the settings do. If you haven't looked at that.. you might start there.

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    • #3
      thanks for your response!

      i have been able to create great glass for a while now its just the sandblasted glass i'm having trouble with. He wants it to appear milky... its an extended glass element suspsended off of a curtain wall... so the glass behidn is vision glazing but the frame in front is sandblasted glass

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      • #4
        for this I usually just bring down the refraction glosiness to about 0.8 or so depending on how much it should be sandblasted. smaller values makes it "more sandblasted" higher values makes it more clear
        Kind Regards,
        Morne

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        • #5
          DVP3D thanks for your thoughts... but i think im running into a problem where the partner in charge keeps going on that it shoudl appear white where it appears grey when you do it that way.. alot of it has to do with the fact behind it is dark so the sandblasting appears grey... but as most architects are tehy want to fake reality....

          any suggestions?

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          • #6
            If I remember right I think I did something similar by putting an output map in the diffuse slot and turning up the output a bit, probably need to turn down generate GI after that. If I get a chance I'll see if I can dig up the material.
            Eric Boer
            Dev

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            • #7
              how about adding vray lights and exclude everything from it but the sandblasted glass?

              I know all about people wanting a realistc render but in same breath they say we should "fake" reality. Why dont they just kick us back into the scanline only age. Recently I had an experience with a bedroom render where the sun shines in from the double glass doors. But the lights inside had to be put up like 1000% because "you cant see the effect of the lights washing onto the walls very clearly. If that isn't enough, the same company told us one time they want to see the exterior lights more clearly shine up onto the walls (in a brightly lit day scene) Sometimes I think they should ban cough medicine.
              Last edited by Morne; 19-03-2008, 07:27 AM.
              Kind Regards,
              Morne

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              • #8
                Thanks RErender! ive been admiring your work for years! and your help is greatly appreciated thank u! i will try your tip i shuold really post an image of what im triyn go to .. will try to do that

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                • #9
                  DVP3D

                  im going to try that aswell...

                  as for realistic renders yes its an on going frustration i find... im an architect by trade but after i learnt 3d they kept usign me for that nad now thats all i do in the firm :/

                  but it drives me crazy with how detialed i do the models and the glass materials then tehy are like .. lets fake it... in one instance we did a building i rendered it out and the partner in charge was like it wont look like taht... and blah blah refused to beleive me... 14 months later... all i could do was just smile to myself thinking i told u so... or well vRay told u so...

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                  • #10
                    I have a term I have used for a while where I call it "Percieved reality". The color "white" was the biggest problem I had with that. Which is exactly what you are running into. In renderings everyone thought that white looked "grey".. so I had to keep making my whites brighter and brighter.. even to the point where they were 50% or more self illuminated. Which in my opinion made the image so "flat" it was ridicilous. I tried to show a million examples of photographs of how "white" is ANYTHING but white (Unless it truely is a light source), but nobody listened. Luckly GI has helped with the perception of white without having to make all my whites as bright as the page they are printed on.

                    But anyway.. it's not always about achiving "reality".. but what someone's "perception" of reality might be. Which I can actually agree with some of the time if it indeed makes a better rendering/animation.. People want a beautiful rendering.. even if that means cheating reality. If someone was doing a hand drawn rendering... are they going to produce the most beautiful rendering they can? Or just stick to making it as realistic as possible even if that distracts from making it a better rendering? No they are going to make the best rendering they can.. even if it means putting landscaping where it doesn't belong... exagerating highlights, etc. etc.

                    But the issue comes to a head when people don't realize that 3D visualization is a VERY powerful design tool.. not just a presentation tool. And if you have to "fake" the rendering somewhat (or even a lot) just to make a better rendering is one thing as long as it doesn't invalidate the design. However, if the 3D shows problems with the design.. getting people to understand that they should go back and fix the design.. rather than "fake" the rendering seems to be an uphill battle. Because in the end.. you don't want to hear the phrase "Well, it looked good on paper", because yea.. I showed you close to what it really was going to look like and you choose to fake the rendering rather than modify the design.

                    Go figure...

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                    • #11
                      How about just changing the material behind it to be more white? Or at least the parts of it that are behind the sandblasted glass. You are not going to have a "White" translucent material by having a dark material behind it without faking the heck out of it one way or another.

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                      • #12
                        Mike,

                        I liked your previous post i can unsderstand them just i think when 3D like u said can be such a powerful design tool they just ignore it... ah well at least another partner in the office agrees on that and its alot more fun working on his projects

                        as for the sandblasted glass... instead of just applyingthe sandblasted material to the back face of the glass.. (as per reality) ive jsut told it all to be sandblasted front back sides... so now its white but way realyl white...

                        we will see what he says wish me luck!!!

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                        • #13
                          For frosted glass I usually just take the diffuse color up to a medium or light grey (in lieu of nearly black) and it does the trick. I rationalize it by thinking that the frosted parts of the glass would be illuminated by lights in the scene. I'm not sure if this is the look you're going for but it does get away from the dark, blurry glass.
                          www.dpict3d.com - "That's a very nice rendering, Dave. I think you've improved a great deal." - HAL9000... At least I have one fan.

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                          • #14
                            dlparisi,

                            thanks for your comment, i did try cranking the diffuse on the sanblasted glass and it was still dark grey... but it worked when i applied the sandblasted material to all the surfaces...
                            i was trying to achieve it by doing it the way the glass would actually be done where only one face of the glass is sandblasted and the others are non sandblasted...

                            am i doing somethign wrong?

                            how do you go about creating yours?

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                            • #15
                              Sorry, I quoted from memory which isn't that good lately. I acheived the whitish panel by puting a vrayColor map in the diffuse slot and setting the intensity over 1 (the color was still grey however) - basically similar to eric's output map.

                              Another option I've tried recently though is to set the material up with white in the diffuse and ~50% opacity but then raise the "roughness" to 1 (available in 1.5 final). It gives you whiter surface than you'd normally get but not quite the glowing panel that you get from the other options.
                              www.dpict3d.com - "That's a very nice rendering, Dave. I think you've improved a great deal." - HAL9000... At least I have one fan.

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