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#1 (permalink) |
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Moderator
Join Date: Mar 2007
Location: Ballarat, Victoria, Australia
Posts: 1,284
Name: Joel Callahan |
![]() plain material with mrSun and mrSky ![]() HDRI in environment, with glass material ![]() HDRI in environment, with mirror material Hi... This is a very basic model of the Sears Tower in Chicago. I've made the walls (I got the dimensions from the internet and from google earth by measuring the base), then cloned the model and applied a lattice modifier to the clone to get the exterior 'shell'. I'm wanting to put reflective windows in there, but if I use A&D Glass (I've tried all three), the building becomes see-through. I've used Architectural material (Mirror) in the bottom render, just to reflect something. I've put a HDRI in the environment slot to give it a bit of realism. Can someone please advise me on a good way to get glass to reflect but not be like a mirror or point out where I'm going wrong? Do I need more 'environment' to reflect? Like other buildings and such. Thanking you... |
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#2 (permalink) | |||
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Veteran Member
Join Date: Dec 2005
Location: Arlington, Texas
Age: 43
Posts: 771
Name: Claudio Branch |
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You can get quite sophisticated with the environment slot. Try using a hi-res photo for your background, the HDR for it's light/shadow contribution and perhaps even a third image that only appears in the reflective surfaces of your buildings. The advantage of this approach is alot of flexibility and more creative control. Last edited by Claudio Branch; June 1st, 2008 at 07:03 AM. |
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#3 (permalink) |
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Moderator
Join Date: Mar 2007
Location: Ballarat, Victoria, Australia
Posts: 1,284
Name: Joel Callahan |
Thanks Claudio!
I'll have a play with it then. Never thought about adding noise to the glass material. |
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#4 (permalink) |
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Member
Join Date: Jun 2007
Location: Vancouver, BC
Posts: 74
Name: Cecil Cortez |
It always worked for me by just using the default thin glass material from the Arch & Design materials. If I do have to change something, it is often the diffuse color only. Most of the time I keep it as is.
As for the environment, I let whatever 3d object is there to be reflected on the glass. Aside from the surrounding 3d objects, you can use or use it together with bitmap images used as diffuse map /opacity maps surrounding your 3d model. A good example of this is using a half sphere on top of your 3d model. |
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#5 (permalink) |
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Moderator
Join Date: Mar 2007
Location: Ballarat, Victoria, Australia
Posts: 1,284
Name: Joel Callahan |
Thanks Cecil.
I'm under major work load at the moment, but will try these tomorrow. Thin glass? Cool! So what's the difference between thin, thck and physical glass? I usually use thick glass for coke bottles... Cheers guys |
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#6 (permalink) | |
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Member
Join Date: Jun 2007
Location: Vancouver, BC
Posts: 74
Name: Cecil Cortez |
Quote:
Here's an example where A&D glass is applied with very minimal tweaking. I used 3DS Max 9 Last edited by illegalalieninbeijing; June 3rd, 2008 at 04:11 PM. |
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#7 (permalink) |
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Senior Member
Join Date: Oct 2006
Location: phx
Posts: 170
Name: Nick Pitcavage |
If you look at glass on most skyscrapers, the windows look a little wavy. I would use some type of bump/displacement map (possibly the stucco material, then smooth out the contrast of the colors) to get that wavy quality.
I have a sample on my home computer, I'll try to remember to post it. Along with the noise suggestion above, this should pop the windows out and separate them from the background. Last edited by stylEmon; June 18th, 2008 at 11:56 AM. |
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#8 (permalink) |
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Moderator
Join Date: Mar 2007
Location: Ballarat, Victoria, Australia
Posts: 1,284
Name: Joel Callahan |
very good ideas.
I hope to spend some quality time this weekend and have a play with reflections. I'm modelling an environment this weekend, and that would be a good time to drop a skyscraper in to see how it reflects. Thanks - 'preciate the replies |
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#9 (permalink) |
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Junior Member
Join Date: Sep 2008
Location: Adelaide
Posts: 8
Name: Will Rogers |
If you're still interested, I had a similar problem, an after alot of trial and error found adding a Lume(glass) shader to the Surface map of the A&D Thin Glass material made it alot more reflective of the environment.
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#10 (permalink) | |
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Senior Member
Join Date: Sep 2005
Location: Greater Manchester
Age: 42
Posts: 422
Name: Brian Bradley |
Quote:
Do you mean surface as in 'diffuse' slot or as in the MR Connection rollout? Regards Bri
__________________
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| Tags |
| glass, mental ray, reflection, sears tower |
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