No one is talking about the dof. In my opinion it’s really important part of realistic glass. Glass is that way unique material, that you can see 3 different depths at the same surface. And because glass isn’t anything else than reflection, refraction and edges, you have to get them right. Depth is the reason why hdr environment map isn’t enough for real looking scene.
Glass doesn’t have glossy reflections. When watching reference photos, we are seeing dof blurring the reflections, not any property in material.
This might be too obvious, but I just had to say it.
Maxwell camera has dof always on and so should your Vray camera, when trying to achieve anything “physically correct” or realistic looking renderings.
Lupaz opened my eyes…no more settings…We want a new vray glass shader with a simple way to get nice looking glass with options like
-Maxwell glass effect.
-an user friendly calibrater… starting in cheap all the way to expensive or fancy…no more colors,IOR, fresnel,etc ( very useless by the way)
-automatic environment for reflection.
I can imagine 30 years ago someone saying to the -hand made rendering artist community-: “I want a computer that makes a rendering with 3D geometry”. And someone else would say, “yeah, right. And it’ll have lights and cameras and you’ll be able to put materials on stuff and then the machine will draw the rendering for you”.
Chaos Group: It’d be very nice to see your comment to 3LP’s post (I wish I could have written that 80 replies ago). At least something, one word!?
Lupaz or anyone else, what properties should Vray glass material have then?
It’s kinda difficult to think anything that we could drop off from the standard VRayMtl. Of course we could arrange those properties differently and make a drop down menu for some presets and call it VrayGlass, but is it worth it?
If its going to be too simple, people starts to ask more advanced properties until its almost as feature rich as VRayMtl.
Why not spend the time to get a water shader in vray too? I think it could be extremely useful and time saving for all those moments where I don’t have an extra 4 seconds.
I’m not saying that there should be any Glass shader, just trying to find the reason why someone thinks so. Like you said, in 4 seconds you can create your own Glass material and save it as a preset and there you go. No need to do that again later on. I think that because other render engines has some “special” glass shader, that is the reason people think Vray should have it also. They just dont realize, that there isn’t any special tricks going on. It’s just a standard material with few basic properties in right values.
I just got back from a short holiday in France to find this storm in a teacup thread.
Lupaz, you’re a few sandwiches short of a picnic mate. All the evidence in this thread suggests that you don’t actually know much about what you’re talking about and are just making wild generalizations about render engines. Photoreal glass is by far the easiest material to create; please do have a word with yourself.
Wow, this thread is…intresting…
since most important things about Vray glass has been said allready i can only add that if you dont have those seconds to setup your own glass or to create your own material library then you could buy this product: About Us - Siger - there you have 100+ glass presets for only 140€
For my experience even if u have a glass that worked fine in a scene/context in another scene is not sure that will work as well. So every time relating to the context the glass material will need number of tests to refine it. So in absolute a library not helps to give results as expected in only one shot.
Would be better simply to understand how to setup a base glass and how to variate its parameters to adapt it to the reflected context scene. Someone in previous pages, gaves base parameters to realize a glass.
Hi Pengo, Those are very nice renderings.
Do you think you can share the settings for that glass?
Are the steps just one element/material or are you splitting the material for the edges?
Do you change the options in “options” in the vrayMtl?
thanks much.
Come on Guido!
If you have read this thread in depth, you shoudl by now have all the info you need to have to create such glass by yourself.
Youre pushing it a bit too far by now.
Why dont you do some test yourself and then come back with them here and we can all help you out if youre still not happy.
So far you havent showed any effort in this way, only focusing on writing wont get you anywhere close to what youre trying to “prove” here.
Please be reasonable …is it so much to ask really ?
I’m gonna learn C++ and .net and how to use the vray SDK and start making my own plugins, the first of which will be glass material.
It’ll take me about a year, but what can we do, right?
In case anyone is interested, the glass will have the following by default and then a couple of sliders for fog color/intensity and maybe something else like noise level.
-Diff color black
-full reflection with fresnel curve
-affect all channels
-affect shadows
-98% refraction?
-fog color x or y (what ever)
-fog multiplier x or y
-cutoff 0,001
-double sided
-reflect on backside ON
-I’ll experiment in what way the material is affected by the irradiance pass to see if “use irradiance map” does anything at all
-I’ll add a slight parametric noise as a bump map
-I’ll try to get photon mapping caustics for reflection and refraction. This would replace “affect shadows”.
-Maybe some tests with the BRDF
If you Pengo want to share other settings, that would be great, cause your glass seems to be the only one I’ve seen so far that looks almost real.
I’ll send you the plugin once I get it to work if you are interested.