All posts relating to Maxwell Render 1.x
User avatar
By arch4d
#55681
i would try to model a box, then break it apart, and put a plastic material with noise and sss with white color on it, that should do what you want...

sorry, put the plastic material on one side of the box, perhaps with a slight green touch...
Last edited by arch4d on Sun Aug 14, 2005 12:51 am, edited 1 time in total.
User avatar
By x_site
#55682
:: thanks Adam, arch4d... well that is pretty much what i do with using other renderers but just wondered if anyone new how to make it quite realisticly using M~R.
I feel like i've seen it posted here many times but can't find settings or suggestions. Thanks for the help, if anyone has more ideas about how to do it plase let me know! :wink: ::
User avatar
By Kabe
#55707
I haven't worked with dielectrics much, because they are slow and still have a couple of bugs. So I don't know which channels work on dielectrics - it should be Glossiness I suppose.

However, I would use UV mapping to assign the texture to one face of your dielelctric, or you may faje that with a small bump if Glossiness doesn't work.

Hope it helps

Kabe
User avatar
By mgroeteke
#55743
x_site wrote::: thanks Adam, arch4d... well that is pretty much what i do with using other renderers but just wondered if anyone new how to make it quite realisticly using M~R.
I feel like i've seen it posted here many times but can't find settings or suggestions. Thanks for the help, if anyone has more ideas about how to do it plase let me know! :wink: ::
look at the milky glass in my barcelona pavilion renders - it's modeled as two different surfaces, one with standard reflective dielectric glass (outside), the other with a transparent (but not reflective) plastic with surface roughness simulated.
By Robert Cervellione
#55757
if you want to texture it exactly as in the real world you can in maxwell. sand blasted glass is just glass with a surface that has been scrachted. it looks white because of the sss in the tiny raised particles of glass so all you have to do is the on a box(or whatever shape). map one side as dialectric and the otherside as dielectric with a fractal bump. in max i use speckle, uv maped at 1"x1"x1" with a bump amount of .1 - .25 depending on the type of sandblasted glass(.1 is smoother) maxwell creates the proper sss on the side with the bump and it ends up sandblasted glass. if you dont care about the smooth side just map the dialectric with the bump to both sides. the only thing is i have tryed this and it looks great but takes an EXTREAMLY long time to calculate. i have a dual 3.6 xeon w/ 6gb of ram and it took 2hrs to render a sceen with one box with the glass material and a reflective ground plane so i did what everyone else does and fake it, (your wife will never know).
User avatar
By bader
#56141
x_site did you try the sandglass i am waiting for that heheheh . i ve been trying it my self i still dont get it as same as the image it look bad .
User avatar
By x_site
#56156
:: Thanks Robert... sound advise

mgroeteke, i will look into it.

Kabe , you right i have the same reservations... i am just see what different suggestions others might have.

bader, No still working on it... i will let you know but i guess you should also give it a got. There are enough ideas here to keep us busy for a bit.

Thanks :wink: ::
User avatar
By michaelplogue
#56941
I've been experimenting with this as well. There seems to be problems with the etched portions casting shadows (likey related to the known dielectrics bug)

This first one uses a multi/sub material. Regular glass, and an SSS plastice for the text. The SS texture was only applied to the face of the glass - I'm guessing that it's reflecting off of the poly's in the back of the glass.

Image

This second one uses sss for the top box (.01 absorbtion only), while the lower box is the same glass as the rest, with .8 UV bump. Neither one is casting a shadow.


Image
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