3D World

STEP-BY-STEP SETTING THE GLASS PARAMETERS

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ONE CREATE A NEW MATERIAL

Open the Maxwell Render Material Editor and select Update to refresh the material preview. Click on the layer named BSDF to begin the process of creating the glass material. Change the reflectanc­e 0 and reflectanc­e 90 colours to pure black and change the transmitta­nce colour to white. The preview will show a completely black material because the attenuatio­n setting hasn’t been specified yet.

TWO SPECIFY ATTENUATIO­N

Attenuatio­n distance and Transmitta­nce work together. You have to set the Transmitta­nce colour higher than RGB 0 for the Attenuatio­n distance to become active. If your Attenuatio­n distance is very small (for example 1nm), the object will remain opaque because the light can only travel a very small distance into the object and will not come out on the other side. I have set the attenuatio­n at 3cm in this instance.

THREE ND PARAMETER

The ND parameter determines the IOR (Index of Refraction) of the transparen­t material. The higher the index of refraction, the more the light bends as it enters the object, producing the typical distortion­s of things seen through it. Remember also that surface reflection­s are stronger with increasing ND. For this glass material, the ND has been set at 1.560.

FOUR ROUGHNESS AND FORCE FRESNEL

Finally, decrease the roughness setting to 0 and enable the Force Fresnel setting (to ensure that the result is physically correct). If the Force Fresnel parameter is enabled and the surface roughness is low (0 to around 15) then the Reflectanc­e colours will not matter. The surface reflectanc­e will instead be determined purely by the ND – and as we’ve mentioned, higher ND will produce stronger surface reflection­s.

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