there are a lot of posts about that and here is one more…
I am searching for a way to simulate (window) glass best.
my method is to make two plane objects (no shell) and applying a glass material with a noise map to simulate irregularity. but the noise is also a problem because you get a refraction effect when you see trough the glass into a room. for architects it’s a no go when their columns are bent.
my question. how to keep the reflection and get rid of the refraction effect?
- it’s not a choice to set IOR to 1 because you loose the bump of the noise.
- it’s not a choice to use opacity rather than refraction because you loose all reflections. unless you could multiply it.
I sort of chanced upon a set up that gives me what I want, but I’m almost scared to post it incase Vlado treats it as a bug and fixes it
Oh OK then. 2 panes of glass, modeled with thickness (4mm or whatever glass is). set the reflect IOR to 1.6, unlinked from the refract IOR and set the refract IOR to 1.0. Tick ‘reflect on back side’. For some reason this gives you nice double reflections (using your bump) but straight refractions as you would want from architectural glass. Maybe it works with glass with no thickness too?