Refract on backside ? Face map ?

I’d like to do a balcony.

Question 1 :
I use black and white bitmap on faces of an editpoly,
in order to create some see-through metal work.
Refract map (in a Vray Material) work fine on one side of poly but are opaque on the other side, why ?
I tried “doublesided” option or to put a shell on the poly … with no success.
http://www.protozoaire.com/data/refract.jpg

Question 2 :
How to do a “face map” in Vray mat ?
(In order to map one bitmap on each face of an object)

why refract? why not opacity?

Re: Refract on backside ? Face map ?

Why would this be any different in Vray versus any other renderer, just use a uvwMap set to face on the map channel that your bitmap is? am i missing something?

just use the 2 sided material. Best if you dont use shell tho. So only 1 face.. no back faces.

Well well…
1a - Refract : It seems that after max’s reboot this morning the refract prob has totally disappeared ! Everything render well on front or back side of faces. Without using shell/doubleside/…next time I’ll reboot my PC before posting.
1b - Why refract and not opacity ? It’s a stupid 1.43 automatism
2 - FaceMap : For about 10 years I use the FaceMap option of Max’s standard Material…so I was looking for it in VrayMat. But as you say it’s the UVW modifier

Thanks for answering
Sorry for asking (… stupid questions !) :?

ha! I never realised it was ever a material based option (in the standard material) until now, so your question isn’t so “stupid” …just one of the many ways to do the same thing apparently! :slight_smile: