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Gandalf
01-08-2003, 01:41 PM
I'm experiment with photorealistic texturing.
I need some advice especially on the glass, I can't achieve a good looking glass. :shrug:

This is some mud and metal textures.

http://www.exencesoft.com/images/text.jpg

This is a render of the glass texture with the separated maps. I use the glossiness one also for specular level.

http://www.exencesoft.com/images/glass.jpg

C&C are needed and welcome.
Thnx in advance.

Btw sorry for my english :rolleyes:

bjotto
01-08-2003, 05:38 PM
the glass:
The glass looks nicely reflective but there's nothing to reflect wich means no nice bright reflections. Secondly the example image looks like a plane wich makes it, well, look like a plane. I would make it, as real glass, thick. And the textures shouldn't look the same on both sides. And lastly, it seams to lack fresnal. If you don't know what that is I can explain it.

the first material looks pretty good but the spots or whatever you call it are to evenly placed, it should be more around the vent

hope I helped and made sence

I also thought I'd say that your pretty good at texturing

Gandalf
01-08-2003, 08:01 PM
I've done another try using something different from a plane.
But i'll take immediately your offer and I'd be grateful if u can explain what is a fresnal cause I can't achieve a good looking glass yet.

http://www.exencesoft.com/images/glass1.jpg

leigh
01-08-2003, 10:01 PM
I think the main problem with your glass is that it has a blue colour. Unless glass is tinted, it is perfectly clear.

Actually, as I look closer, I can see that you have put a cloud image into it's reflection environment, or something like that. The sky would technically be so far above this object that it wouldn't in reality reflect the clouds like that.

Glass is also a bit more reflective that this generally. You also need to use the Fresnel effect, which makes things appear more reflective and less transparent as they slop away from your line of vision. Although that would only affect your current scene slightly, it would make a difference :)

Gandalf
01-08-2003, 11:13 PM
Originally posted by Leigh
You also need to use the Fresnel effect, which makes things appear more reflective and less transparent as they slop away from your line of vision. Although that would only affect your current scene slightly, it would make a difference :)

Mhh ok... forgive my ignorance, but can someone explain me what fresnel is? :scream:

leigh
01-08-2003, 11:58 PM
scroll down this page a bit to read about the Fresnel effect (http://www.lightwave3d.com/tutorials/surface/texturing_for_dummies_004/index3.html) ;)

Gandalf
01-09-2003, 12:03 AM
Thnx Leigh :)
But unfortunately I think there is not any fresnel shader in max :thumbsdow
There is some other way to simulate it?

ps: I found it :rolleyes:

leigh
01-09-2003, 12:08 AM
Hehehe okay :)

I was going to suggest using ramps - is that what you are using? :)

Gandalf
01-09-2003, 12:16 AM
emh... :rolleyes:
There is a parameter in the raytraced shader I didn't see :wip:
But it's really well hidden :P

Here's an image made after your advice
http://www.exencesoft.com/images/glass3.jpg

Do you have any idea on how to blur the reflection?

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