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The beauty of using this method is that you can control the reflection glossiness and the refraction glossiness separately some types of frosted glass materials, although they have very blurry refractions, the reflections are quite sharp. You can adjust this in the same manner as you did for the refractions, by decreasing the glossiness parameter under “Reflect”. The refractions are now ok, but the reflections are still sharp.
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A value of “1” for the glossiness produces crystal sharp refractions by decreasing this value the refractions will become more and more blurry.įor this example, I think that a value of “0.95” is enough. You control the sharpness by adjusting the glossiness parameter under “Refract”. You can now start by blurring the refractions. If you hit a render at this stage you will have a clear glass material, like the one in the following rendering:Ģ) Controlling the sharpness of the refraction and reflectionĪs you can see both reflections and refractions are clear. Although this part is especially written for 3ds max and vray, the same workflow can be applied to any other rendering software.įirst method 1) The basic material settings.Įvery time I have a glass material in a scene, I start with the following parameters:ī) reflection – a falloff map from black to white, set to FRESNEL The first part of the tutorial is focused on obtaining this type of material directly from the render.
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In this tutorial I will show you 2 ways of making a frosted glass material in 3d max.
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