In the real world no glass material is fully reflective or fully refractive, and the same goes for glossiness. To break the "perfection", let's reduce the Reflection Glossiness to about 0.95 and the Refraction Glossiness to 0.99.

Standard glass has Index of Refraction(IOR)1 of 1.51714. The IOR stands for how the material refracts the transmitted light. Air has IOR of 1 by definition, which means it is no obstacle for light transmission.


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Since glass is a highly reflective and refractive material, it is recommended to trace the respective rays further than default. Make sure Max depth (both Reflect and Refract) is set to 8.

Fresnel reflections ensure proper reflection of the object based on the view angle. If you disable them, the whole object will get uniform reflections all over making it look fake. For a physically accurate result, it is recommended to leave this option enabled.

Set the Refraction Glossiness to 0.8 - this makes the actual "frosty" effect of the material. You can play with this amount to reach the desired look. Here we show also an example rendered with Glossiness of 0.5 in order to compare the effects.

In real world no glass material is fully reflective or fully refractive, and the same goes for glossiness. To break the "perfection", let's reduce the Reflection glossiness to something like 0.95 and the Refraction glossiness to 0.99.

Standard glass has Index of Refraction (IOR)1 of 1.51714. The Index of Refraction stands for how the material refracts the transmitted light. Air has IOR of 1 by definition, which means it is no obstacle for light transmission.

Since glass is highly reflective and refractive material, it is recommended to trace the respective rays further than default. Make sure Max depth (both Reflect and Refract) is set to 8.

Leave the Fresnel reflections enabled as they are by default. Fresnel reflections ensure proper reflection of the object based on the view angle. If you disable them, the whole object will get uniform reflections all over making it look fake. For physically accurate result, it is recommended to leave this option enabled.

I have a problem with the vray sun system not shining through a glass window. The glass isn't allowing the light to get through so what I end up with is a darkened room. Also my background environment map (that's meant to be seen through the window) isn't seen; what I get is a solid black colour on the outside.

can you post a screenshot of your material-setting? one reason why the backround does not have any affect could be caused by the exposure control. under the outputcontrol wind up the rgb value can solve this. and make sure that the geomtry of the glass has a thickness. also check the affect shadow button and reflect on backside.

I'm still having a problem with the background though moodo. I'm using an older version of Vray (advanced 1.09.03r), so some of your suggestions are getting lost on me. I'll post two screen shots soon (one of the actual scene and another of the scene material).

Actually just got his account details. I'm downloading 1.5 now but since I've used up our internet bandwidth this month I've had my connection slowed down (it will reset at the beginning of next month). So it's going to take a few hours to download.

Actually, I just solved the problem. I threw the bitmap into the environment slot as some of you suggested. A problem arose with how the image was mapped behind the glass. I then changed the coordinates from texture to Environment and then the mapping to screen.

Also has anyone used RTSquare (it's a GPU based rendering plug-in for 3ds Max). I'll be testing this over the next week to see if there any noticeable improvements in rendering time.

i can't comment because i haven't used them. almost all of the materials i use i have custom created myself. if i am creating a material that is special, i will look to see how others have approached it in the past. which is the reason i am familiar with some of the problems with the vay-materials.de collection.

I made a window frame with glass inside, and applied a multi-sub object. In this case the sun doesn't shine trough the glass. When I detach the glass material, and apply the same glass material (but now NOT in a multi-sub material) to the glass, the Vraysun DOES shine trough!

I am working on a project with cylindrical shaped window system and the vray glass material is making it look like a mirror on the sides. Its a 2 panel window. I would love to have those reflections, but I want them to be see-trough.

Need help on the my issues, i am using Vray as renderer and using vray material, i have created a glass material with the help of a post on another forum, its good but i am getting weired reflections coming from inside, can any one suggest what i am missing?

Remember glass it has different types the glass material you have made maybe it will work better for cup or window for example the tutorial that you follow maybe it was aiming for different type of glass, this type of glass material is not gonna work for your car glass.

To create a realistic car glass effect, you can add "VRay Fresnal" in your reflection color (image input) and adjust start and end color accordingly as black and white until you get the desired effect.

We are currently running into issues with reflections using Vray layers in our current workflow.

In order to have the reflections accurately match all of our finish combinations, we would need to render every possible permutation. This would drastically add to our render count.

Does anyone know if we could leverage the Vray Material Wrapper to accomplish our goal of having accurate reflections and minimize render count?

I suppose a more common example in this case is to separate the refraction.

We could try to render the glass and foreground ball together in one layer, then the blue ball in a separate layer if it is also configurable. This was attempted in a few projects, but it is again highly dependent on whether the glass is configurable or not.

Thanks for the response @AndreiSE .

In our usage scenario. All three elements in the above example would be configurable. The models would always stay the same but the materials would need to be configurable.

So it is time for another simple 3ds Max tutorial about a very simple thing- Vray Glass ? I know it is very basic and boring, but for those of you that are just beginning your 3D journey this kind of stuff (basic tutorials) is very needed, I know, I was there too ? Glass is one of those materials that is constantly needed and you always end up making something that requires this transparent shiny material ? So in this simple tutorial I will try to touch all of the important aspects creating Vray Glass material.

Affect Shadows option is very important and you should never ever forget to check it when you are making any glass material. Especially when you make a window glass material and are doing a interior render. I had quite a struggle some time ago when I go stuck exactly with this thing. So I will explain this very simply, as I understand it. This option allows the light to come trough the glass itself. The sunlight or any other light source will be visible and will make these nice highlight and will illuminate your interior scene. I hope you got it ? here are the pic to demonstrate it better.

I did this random cabinet render to see better how the Vray Glass material looks applied on the object. The render settings are the same. So the quality is not the best, but you can see the basic view.

So that is it. We did create a Vray Glass Material and even built some basic scene to see the results better (a waste of time). I hope it was helpful to some of you. As always thanks for reading my weekly nonsense and Subscribe if you like what you read!

You might want to play around with a darker tint color to achieve the wanted effect. I personally wouldn't reduce transparency too much as it will look more like milk glass. A darker tint will help you bring more contrast to the reflections as the background is darkened.

Clemens Musterle Your car renderings looks very good. (Only the glass reflections could be stronger. ) How did you archive the nice solid glass look (left image side - side window)? I started an extra thread for this effect.

jpedstrand An other workaround could be - you could use a HDRI where the sky is very bright in one direction (you could tweak a HDRI) and place the bright side so that it is shown in your glass front. Only I'm not sure how strong the lighting will be affected.

I still think there is need for better reflections on glass material, its often to weak. Now that we have a material editor, couldnt an addition to that be a glass material, where one slider goes all the way from transparent to mirror? That would be superusefull!

I think so as well, the reflections depening on the light and angles sometimes is very weak, so weak that you have to rework the image with photoshop and doing some workaround with a more reflective material...it is actaully a bit against the whole concept of Enscape, I find a contradiction the fact that you have to use Photoshop to get some very basic reflection enhancement effects...

Glass is one of the most commonly used material in architectural visualization. It is not only used to create exterior or interior doors and windows but it is also used for various surfaces and objects to personalize and add character to our interior spaces.

Textured glass, probably the most visually interesting type of glass in the list. For this glass we will need to use a Bump Map to create an illusion of a 3D or textured effect on the surface of our glass. 152ee80cbc

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