I want to combine a glass material with a metal material. I tried combining them in a single material and a layered material. But the metal keeps subtracting lighting information (as it should physically). But I want to ‘fake’ it so that the amount of light passing through is not affected by the metal material. I want to use the metal material in combination with a fresnel to make the glass more metal-like near the edges. I am mainly using HDRI lighting (so it’s indirect light)
Just to clarify a bit, I want an oily almost metal like glass especially at glancing angles (Fresnel). Almost like mirror sunglasses, but less intense. But I want all the light to pass through (so not physically correct).
I hope i understand correctly what you want. But try putting your material in a rayswitcher material in all slots except the GI slot. Put a normal glass material in that one.
Thanks, but I tried that and as far as I can tell I will not have HDRI reflections in the metal. I need the HDRI to reflect in the metal but, let all the light through. I tried a second mesh shell for the metal on top with an opacity channel of the glass mesh, but this also does not seem to work. Eventually, I turned off shadow casting for the whole object and that kind of works good enough.
Can you show us how you set up that material. Because I still think you should do this with a ray switcher material. Just tried it out and for me it works perfectly.
Is this what you need? The left object has “fake” material applied, the right one has “glass” material applied - both casts identical shadows.
Thanks, that works quite nicely.
