I’m trying to create a glass material for a vehicle window. The window has a black border around the outside on the interior side and I’m trying to create this effect. The attachment shows the mask that is mapped to the glass, I’m also running this through an output to raise the black so I can use in my diffuse (I might have inverted it to get the transparency in correct place). I’ve used it to set the diffraction amount but I want it to look layered.
I do this with a blend material. The mask you painted is the blend mask between the glass material and a solid black material. I then unwrap the window, so that the mask is only on the back (or inside), not on the front. This way you get the glass over the black “coating” on the inside. The attached image was done with that technique. Open in new tab for full res.
Thanks guys - I’m on the case now and will see how it turns out.
Can I ask another question? What value should I use for really dark blacks?
(Note I’m using gamma LWF, 2.2 in/1.0 out, and affect colours and material editor ticked). The reason I ask is because when I look at tutorials on say 3Dtotal, some people use 0,0,0, for their black paint, and I have a book that says use no less that 0.2 for blacks and 0.8 for whites. And another website says use 2,2,2 min for black.
So I’m a little confused as I’m learning a lot of new things at the moment on a personal project but little things keep screwing me up and taking me a while to figure out.
EDIT - I tried the blend material approach first - and it worked fine so will stick with that for now. I used a falloff map instead of UVWs as it was already set up.
I usually use second geometry. Given that the glass has to be thick and blend might make weird stuff in empty area( that I dont know what I just expect weird stuff to happen ) Its more physically accurate to have glass+sticker than blend.