No problem, it’s pretty simple (sorry but I’m having issues creating screenshots- stupid keyboard)
Glossiness on Reflect and Refract is both set to 1.0, IOR is 1.6
Exit color for refract is a dark green, about 0:60:52
In the reflet and refract slots I have this map:
In the diffuse slot I have a mask, the mask map is the same image, and the underlying map is just a procedural noise
In the displacement slot I’ve dropped this image:
And dropped a vray displacement modifier on the block
And I’ve setup a couple UVW maps to handle the mapping properly
ehh…what the hell, here’s the sample file…you’ll probably have to fix the paths to make it work right.
Just a note though, my box is a little wierd in terms of proportions because the designer I had to do this for was specifying a thin profile glass block.
Oh, and the scene was originally 1.09, but now is 1.46 (on max7) so there are probably optimzations that can be done.
DaForce: This is the brick design. I modeled in AutoCAD with solids using booleans and chamfers and fillets to create the radius and chamfers.
In Max I detach the interior faces.
It’s easy to make in Max too. But I think it’s important have all tha radius and chamfers for refractions.
Taboo: I can be mistaken but I think making render at passes reflection only and refraction only can increase quality to final result independent the glossiness set to 1.0. What you think?
Da_elf: There is nothing between external and internal faces.
Since this is an interesting subject, i hope that you won’t mind me using my abilities as a necromancer to bring this one from the dead.
I’m trying to recreate the block following the first blueprint and material tips but i can’t seem to do it. Once i put a glass object with bump on it, inside the other glass box, my rays are no longer refracted.
I notice that if i increase the bumnp to extreme amounts, like 500, i only get something like a reflection on the inner part, but it’s still refrected as if it was only a box.