A little Expirement of Glass Settings
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A little Expirement of Glass Settings
First topic message reminder :
i'd like to share two glass settings.. please choose which one is better.. either "A" or "B"? i also included the snapshots..

settings for "A"..
Reflection: RGB 185,185,185 ; Refraction: RGB 238,238,238

settings for "B".. ( i got this from a tutorial site but i add a little tweak on the settings)
Reflection: RGB 185,185,185 ; Refraction: RGB 238,238,238

hope may e share kau pra mapabuti pa ito...
PS: to the moderator paki transfer na lng po if hindi to nababagay sa help line..
i'd like to share two glass settings.. please choose which one is better.. either "A" or "B"? i also included the snapshots..

settings for "A"..
Reflection: RGB 185,185,185 ; Refraction: RGB 238,238,238

settings for "B".. ( i got this from a tutorial site but i add a little tweak on the settings)
Reflection: RGB 185,185,185 ; Refraction: RGB 238,238,238

hope may e share kau pra mapabuti pa ito...
PS: to the moderator paki transfer na lng po if hindi to nababagay sa help line..

mokong- CGP Guru

- Number of posts: 1828
Age: 29
Location: Tagum City/ Qatar
Registration date: 02/03/2009
Re: A little Expirement of Glass Settings
v_wrangler wrote:Any color or map you put in the reflection slot of a standard material or vray material will determine the strength of the reflections.
If you put a falloff map there, it will act as a MASK to control where the reflections shall appear. White (in the falloff map) will let the reflections pass thru and Black (in the falloff map) will stop the reflections.
paano po kung dark brown po yung color ng glass? saan ko ilalagay ang color na dark brown, sa diffuse, reflection or refraction?
mokong- CGP Guru

- Number of posts: 1828
Registration date: 02/03/2009
Re: A little Expirement of Glass Settings
mammoo_03 wrote:thanks sir vertex, very informative. dami naming natututunan ah.
marami talaga tayong matutunan dito bro..

mokong- CGP Guru

- Number of posts: 1828
Age: 29
Location: Tagum City/ Qatar
Registration date: 02/03/2009
Re: A little Expirement of Glass Settings
The real idea is to observe glass around you.
If you are walking parallel to a glass display lets say in greenbelt, you will normally see the reflections of the people or stores in the other side of the path. You will never see what's inside of that glass displays unless you intentionally face the glass displays. This is what you call "FRESNEL".
Reflections on glass objects that's perpendicular to your line of sight (camera) will remain strong and opaque. But anything that's parallel will be less reflective but transparent.
Of course all this talk about fresnel will be of no value if we are dealing with mirrors which is refelctive wherever you look from.
To mimic fresnel, we use the falloff map which is basically a masker in maxspeak. Since it is reliant on the camera angle, it is a perfect companion to control where reflections should appear.
If you are walking parallel to a glass display lets say in greenbelt, you will normally see the reflections of the people or stores in the other side of the path. You will never see what's inside of that glass displays unless you intentionally face the glass displays. This is what you call "FRESNEL".
Reflections on glass objects that's perpendicular to your line of sight (camera) will remain strong and opaque. But anything that's parallel will be less reflective but transparent.
Of course all this talk about fresnel will be of no value if we are dealing with mirrors which is refelctive wherever you look from.
To mimic fresnel, we use the falloff map which is basically a masker in maxspeak. Since it is reliant on the camera angle, it is a perfect companion to control where reflections should appear.
Last edited by v_wrangler on Sun Jun 28, 2009 1:36 pm; edited 1 time in total

v_wrangler- CGP Loverboy

- Number of posts: 1882
Age: 42
Location: Earth
Registration date: 30/03/2009

Re: A little Expirement of Glass Settings
mokong wrote:v_wrangler wrote:Any color or map you put in the reflection slot of a standard material or vray material will determine the strength of the reflections.
If you put a falloff map there, it will act as a MASK to control where the reflections shall appear. White (in the falloff map) will let the reflections pass thru and Black (in the falloff map) will stop the reflections.
paano po kung dark brown po yung color ng glass? saan ko ilalagay ang color na dark brown, sa diffuse, reflection or refraction?
I'd make my diffuse black, concoct my dark brown color in the color selector, bring the saturation slider down a bit (depending on how transparent you want it to be) and put the resulting color in the refraction slot or if you use a falloff, in the front slots.

v_wrangler- CGP Loverboy

- Number of posts: 1882
Age: 42
Location: Earth
Registration date: 30/03/2009

Re: A little Expirement of Glass Settings
salamat po sir.. one last thing sir v.. ano po yung sinasabi nin u na reverse of the falloff in the reflection ang gamitin sa refraction? reverse po ba ng mix curve?

mokong- CGP Guru

- Number of posts: 1828
Age: 29
Location: Tagum City/ Qatar
Registration date: 02/03/2009
Re: A little Expirement of Glass Settings
ayos sir, very well explained, salamat po.

mammoo_03- The Exhibitioner

- Number of posts: 2279
Age: 32
Location: manila, makati, dubai
Registration date: 21/09/2008

Re: A little Expirement of Glass Settings
mokong wrote:salamat po sir.. one last thing sir v.. ano po yung sinasabi nin u na reverse of the falloff in the reflection ang gamitin sa refraction? reverse po ba ng mix curve?
You could reverse the mix curve or nest this falloff on another OUPUT map with invert set to on.
Kabaligtaran ng falloff mo sa reflections ang ibig kong sabihin.
The falloff map (parallel/perpendicular) has two slots to mask colors. FRONT and SIDE. FRONT means parallel so for reflections, it should remain darker than the color you put on the SIDE slot. So for example, if you have black in the FRONT slot and white on the SIDE slot, that means reflections will be strong at the sides of the objects and less or none at all at the inner parts of the objects.
You reverse this falloff (Black at the SIDES and White at the FRONT - assuming the example above) so that it will be transparent where there is no reflections and opaque where it is reflective.
If you do not do this - all the reflections you set will be lying on the transparent areas which is not how the real thing works.
Whew!

v_wrangler- CGP Loverboy

- Number of posts: 1882
Age: 42
Location: Earth
Registration date: 30/03/2009

Re: A little Expirement of Glass Settings
v_wrangler wrote:mokong wrote:salamat po sir.. one last thing sir v.. ano po yung sinasabi nin u na reverse of the falloff in the reflection ang gamitin sa refraction? reverse po ba ng mix curve?
You could reverse the mix curve or nest this falloff on another OUPUT map with invert set to on.
Kabaligtaran ng falloff mo sa reflections ang ibig kong sabihin.
The falloff map (parallel/perpendicular) has two slots to mask colors. FRONT and SIDE. FRONT means parallel so for reflections, it should remain darker than the color you put on the SIDE slot. So for example, if you have black in the FRONT slot and white on the SIDE slot, that means reflections will be strong at the sides of the objects and less or none at all at the inner parts of the objects.
You reverse this falloff (Black at the SIDES and White at the FRONT - assuming the example above) so that it will be transparent where there is no reflections and opaque where it is reflective.
If you do not do this - all the reflections you set will be lying on the transparent areas which is not how the real thing works.
Whew!
salamat po ulit.. napakakulit ko talaga..

mokong- CGP Guru

- Number of posts: 1828
Age: 29
Location: Tagum City/ Qatar
Registration date: 02/03/2009
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