Ok I do that a lot in Modo. If I have a light with a glass in front I want an effect that I see in reality. Because the light is so bright all the fine dust on the glass in front get lit from behind and produce bloom effect. Well its actually just translucent. You can even do that for tiny scratches. The cool thing is, that it only exist where light shines from behind.
So to do that in Modo I simple turn on SSS, set the distance to 0.0 cm and it works. With SSS map I can add additional texture effects.
In Vray so, there is no translucency in the the base shader. I tried a few settings but none gave me the result I wanted. Wax is to blurry. Water doesn't give me anything (glass is just 5mm) and also on hybrid I got no result. Maybe I have try harder, but I couldn't find way yet.
The solution I then used was creating an own polygon with a 2-sided shader, that is weighted to the backside (else it would be a grey overlay). However it also kills all reflections behind it. So It need to be behind the glass. It works, but its difficult to set up (think of CAD models of bend surfaces) and it is not accurate. Plus it renders a bit.
Anyone with more Vray knowledge?
So to do that in Modo I simple turn on SSS, set the distance to 0.0 cm and it works. With SSS map I can add additional texture effects.
In Vray so, there is no translucency in the the base shader. I tried a few settings but none gave me the result I wanted. Wax is to blurry. Water doesn't give me anything (glass is just 5mm) and also on hybrid I got no result. Maybe I have try harder, but I couldn't find way yet.
The solution I then used was creating an own polygon with a 2-sided shader, that is weighted to the backside (else it would be a grey overlay). However it also kills all reflections behind it. So It need to be behind the glass. It works, but its difficult to set up (think of CAD models of bend surfaces) and it is not accurate. Plus it renders a bit.
Anyone with more Vray knowledge?
Comment