If VRAY doesn't have a single face glass option... could we have one? like MR?

If we do have it, can it be a default maon this new materals default thing we’ve been talking about - and or can someone let me know how it’s done?

I believe rens has a thread here called osl shaders, it has single face glass osl, check it out.

It’s somewhere on the “to do” list… In the meantime you can do it with the Physical Material in 3ds Max 2017, which V-Ray supports.

Best regards,
Vlado

Yep! Here’s the link:
http://forums.chaosgroup.com/showthread.php?88138-An-assortment-of-OSL-shaders-for-your-perusal&p=696925#post696925

Does that work for you, architectureinmotion?

Thanks Ren - nah, it’s over complicated and involves installing more things on more machines.

I just want a glass that turns of refraction but keeps reflection.

I can add a slight noise to the bump to get warping.

I prefer to keep it in Max as much as possible.

Thanks though.

BTW you don’t need to install it, it’s similar to loading in a bitmap as it’s just a text file you’re loading up. You can place the OSL file on a network drive so all machines can read from that same location.

Also, it is possible to have coloured opacity for a single plane if you don’t want to use refraction by layering a VrayMtl on top of a VrayLightMtl:

- Create a VrayLightMtl, set the Light Color to black. Plug a VrayColor map into the opacity, this needs to be inverted so if you want red tinted glass you need to set it to RGB 0, 1, 1, for example.
- Create a VrayMtl, set the reflection colour to white, Fresnel off, reflect on backside on.
- Create a VrayBlendMtl, plug the VrayLightMtl in as the base and the VrayMtl as the first coat.
- Create a Falloff map and set it to Fresnel, then plug that into the VrayBlendMtl as Blend1 (the blend map for the VrayMtl).

Note You need to considerably raise the front facing reflection amount as the above setup will only be for a single side of glass which doesn’t exist in reality. A single pane of glass already has two sides that reflect light back (front & back). Standard windows nowadays have 2-3 panes which has 4-6 reflective surfaces and this is not even taking into consideration the reflection bounces between all those layers (the archglass OSL shader does).

I advise you to use the OSL shader if you want accurate reflection amounts.

That’s a fair point. :slight_smile:

In the case of the archGlass shader all you need to start with is the number of panes option, the rest could ideally be in an ‘advanced’ rollout, however OSL doesn’t allow for that (yet).

The MR or Physical Material thin wall materials are, as far as I know, only set up to reflect a single side of the window, correct me if I’m wrong. Which is why a lot of window reflections tend to look way too dark compared to real windows, which would have 2-6 sides reflecting light back.

Thanks! And yes, the point ultimately is to give people more available options to pick from. : )
Out of interest, would the same shader but simplified to 1-2 UI items be a better option? I’m trying to get an idea of what people feel they would use. Or is the whole OSL thing in itself too many steps already?