Glass

Any clue on how to make the white glass in the garage door? I have been trying for a couple of hours, but I can’t get it right.

isnt that just a box with some thickness, blurry glass, with a plane or a light behind each panel with some low level illumination to make it look “milky” or grey? The light on the inside of the garage will be doing half the work I think. Then you just have standard glass settings for the rest which gives the gloss reflections on the outside.

Im working on some burry glass too right now, and its as much about the light behind as much as whats in front.

it’s probably frosted one one side of the glass pane, and left clear/smooth on the otherside. That, or some other material sprayed onto the opposite side of the glass. I’d try making the entire glass pane (with thickness like real glass) a regular glass material, and then the inside face a frosted glass material, possibly with some diffuse added.

Once I add glass on the outside, the backside milky glass turns black. The milky glass alone is just white. The glass isn’t transparent on these doors; she does not want to see into the garage.

I can’t understand if you’re using 2 glass panel or just one.
In the first case, have you tried to disable cast shadows and GI for the transparent one?

See if this works for you :slight_smile:
GLASS.rar (26.1 KB)

I would do that like this, use a glass panel with some thickness (I’ve used 0.5cm in my example), then add a simple surface on the back of the glass and move it inside the glass volume (like 0.01cm), then use a simple glass shader for the glass panel and a two sided material for the back surface, then play with the two sided translucency amount to get the correct look (I’ve used 60%).
This way you will get sharp reflections and the foggy/depth effect from the two sided SSS:

Hi Sean,
the milky glass inside Barcelona pavilion does not behaves like that :slight_smile: you can’t see anything inside except for strong lights because of the SSS, here is a real reference:

Here is a test using a linear light:

Yeh no worries, this is still very much a WIP… I just felt it was worth showing some hazy glass with glossy reflections. Attached is another reference (Ive got tonnes!) Where the light is behind the glass and makes things a bit more visible…my render certainly is not blurry enough yet though.

I remember a time when even the mere suggestion of doing this in a render would result in an accusation of attempted witchcraft.
How lucky we now are, to bicker about the minutiae… :stuck_out_tongue:

Something isn’t right with my scene. Even the other glass is hardly reflecting anything, and I do half a dozen of these a month. I think I have to break things down and troubleshoot the scene. Even the reflection and specular passes are very weak.

A lot of the issue is I am only getting reflections from, I don’t know, 20’ away. My trees and HDRI can’t be seen in the reflections.

Okay, I think I am getting somewhere. Since NEXT, I noticed that reflections changed dramatically. I use V-RAY Materials when I can, but I just put a plane with a treeline bitmap, using a standard MAX material, and the reflection is crystal clear. Everything else in the scene is reflecting almost black.

Can you post a screenshot of your glass shader that has this problem with low reflections? If these are old shaders from your library have you tried using a new material with the glass preset option? Is the issue still there? Also maybe try resetting the vray settings.

I have used V-Ray’s glass, and other glass materials, even from scratch. I have also tried to reset V-Ray

i reuse my “standard setup” often , so this is a “safe State” … if this fails merging the hole Scene into a new one helped me, when there is no visible solution… ( also when vray reset don`t work )
Sometimes strange things can happen.
Strangest thing i had was deleting an Object that was baked after that into every Viewport and was also visible in the rendering ( this was not selectable and not in the scene list anymore)… merging helped to remove that … a month later an 3dsmax update came out …which fixed this bug i saw in the buglist