bkjernisted wrote:JD thank you very much for your terrific explanations! I will send you a picture of my render in the morning. In the material editor under ags options for my glass, what does putting a tick mark next to Opacity/Mask do? What happens if you don't put a tick mark?
If you are seeing Opacity/Mask, I assume that you created an AGS Extension (also referred to as "Material Assistant" in the main Maxwell documentation) material, and then used the Convert to Custom option. If so, what you are looking at is one way to make an AGS material from scratch, which involves a single BSDF (it gets named "bsdf" in the conversion, and has a square black "B" icon), in a single layer (it gets named "AGS" in the conversion, and has a "folder" icon).
Since you are asking these questions, I would recommend reading through the Maxwell materials documentation, especially beginning with the BSDF topic (
here). In doing so you will find that the BSDF that was created for your AGS material basically describes a perfect mirror: it has zero Roughness, a relatively bright achromatic Reflectance 0 color (RGB197, 197, 197), and an Nd (just a more specific way of describing Index of Refraction) of 20.
That said, we come to the Opacity/Mask that you asked about; if you left the original AGS parameters alone before converting the material to custom, Opacity is set to 12, and this value will be used to determine the opacity of all BSDFs contained in the layer. The checkbox will only have an effect when a Mask texture has been assigned, by right-clicking the black & grey "checkerboard" button, and assigning an image file. A Mask texture is expected to be a black & white image, and the way it is used is that each pixel's value, considering black to be 0%, and white to be 100%, will be multiplied by the given Opacity value, to determine the opacity of the layer where that pixel is mapped on the object to which this material is assigned. So, for something like glass or AGS, a Mask texture would rarely be used.
bkjernisted wrote:JD when I created the ceiling material and applied it and then rendered by tongue and groove ceiling disappeared. What did I do wrong? Thanks
It is not possible for me to say, without more information, there are too many potential factors (texture mapping, material setup, etc). In the file you sent, there were only two Maxwell materials, there were no textures included, and the ceiling had a smooth green Rhino material assigned (named White Tongue & G); that material had a texture named "WHITET~1.PNG" assigned to Object Properties > Material > Basic Settings > Color, but the texture was not included. It appeared to be this way on your machine as well, judging by the rendered images, where the ceiling has only a smooth green material, except for the cove, which in the file had a "Cherry 2" Rhino material assigned, with a missing "BOIS-0~7.JPG" Color texture.