VRay material version of "Glass - Thin Geometry" like in MentalRay?

Hi all

OK so we all know you need to model glass with a thickness to at least render nice. Thin (1 poly thick) glass just doesn’t work apparently. MentalRay overcame this problem by using Glass - Thin Geometry. How can I setup my VRayMtl to be same as this?

I have a situation where my objects are 1 poly thick, adding “shell modifier” doesn’t work as the geometry is just too complex. How can I cheat render this asif I have a thickness?

It’s actually very easy; set the diffuse color to black, use a Falloff map in Fresnel mode for the reflection color; set the refraction color to white; set the IOR to 1.0; turn on the “Reflect on backside” option. That should be all.

Best regards,
Vlado

thanks Vlado :slight_smile:

I’ve been handling it by simply unlinking the reflection ior and the refraction ior, then set the refraction to 1.0. Does using a falloff map instead have some kind of benefit to it?

The Fresnel ior is somewhat dependent on the refraction one (so that internal reflections can be preserved in a consistent way), so the effect will not be quite the same.

Best regards,
Vlado