| Page loading ... Please wait. |
Glass
|
GLASS MATERIAL Your object which will have glass material must have its thickness, without it no glass will look natural. Usually you make glasses using one or more splines and lathe modifier. So when you prepare your splines make both sides of your object at once (look at picture below). |
![]() |
|
![]() |
Ok, object is ready. Now the lighting. Almost in all scenes you use more than one light source, and also for good glass you need a few lights. I usually use one strong spot light and 2 or 3 darker spots as fill lights. Also you can put one or more omni lights to make more speculars (glass material is highly specular). To do so go to omni properties and uncheck "Affect diffuse", leave only "Affect specular" on. Now use Place highlight tool to position your omnis so they produce speculars on proper areas of your object. Pictures below shows how I put my lights. | |
|
I prefer metal shading for glass material, but blinn shading may work ok too. 2-sided material produce much more realistic glass so turn it on. Diffuse color should be rather dark, perfectly transparent glass should have black diffuse color, every change of this color will tint your glass. It is very important to keep opacity of your material at 100%. The most important part of your glass material is refraction
map - use standard in MAX 2 raytrace texture. You may experiment with it's
parameters to improve rendering time and quality. For rendering time the
most important setting is trace depth - the higher value here, the longer
rendering time, but if you reduce it too much render quality will be very
poor (black areas on parts of rendered picture may appear). Use 60-95%
amount of raytrace map - depending on how transparent your glass should be. |
![]() |
|
![]() |
Now you can make a test render to check how good your glass is. For test renders you may want to turn off antialiasing to speed up rendering. Test render should look similar to this one: You see lots of pixels with different colors that look terrible. This is because there is no antialiasing on edges and surface of the glass. If you turn on antialiasing in rendering preferences to improve edges quality. And to improve glass surface quality turn on Supersample in basic material parameters. But remember that both antialiasing and supersample increase rendering time very much. |
|
| And yet a few words about glass: some areas of rendering look too clear. Glass is highly refractive, but also reflective material. You can apply raytrace texture for reflection map, but combining raytrace map for both reflection and refraction is a killing combo for any CPU :) So you can fake some reflections using bitmap with environment/spherical mapping. Use some landscape texture preferably with dark colors for best reflections. Amount of those reflections you must find yourself because it is different for every material and bitmap | ||
|
|