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Sunlight and glass revisited

Posted: Wed Apr 25, 2007 7:20 pm
by Peder
Having been toying with AGS glass for arch viz I find it difficult to control. Somehow it doesn't seem to behave quite right... Are other people having good success with AGS? I remember a post recently about controlling the transparency... I tried exchanging the AGS for real glass and it looks much better.

Is it perhaps because it is too "ghostly" meaning that the transparency level is unaffected by the viewing angle?

Any one of you material wizards have an opinion or potential remedies?

Peder

Posted: Fri May 04, 2007 5:42 pm
by def4d
have you tried the real glass shader with an emitter, instead of AGS with physical sun?

Re: Sunlight and glass revisited

Posted: Fri May 04, 2007 6:04 pm
by Kabe
Peder wrote:Is it perhaps because it is too "ghostly" meaning that the
transparency level is unaffected by the viewing angle?
That's right to the point. You have to adjust AGS for top results.

Kabe

Posted: Fri May 04, 2007 6:05 pm
by Maxer
The problem with using real glass is it takes soooooo much longer to clear noise than AGS does. The problem with using AGS is it's much flatter, lacks the depth of real glass and reflections aren't as convening. I hope this has been improved upon in the next release.

Posted: Fri May 04, 2007 6:07 pm
by def4d
yep, let's hope

Posted: Fri May 04, 2007 6:12 pm
by tanguy
What we observ here, it's the 3dsmax AGS is really different from the MXST AGS... really.

Posted: Fri May 04, 2007 6:27 pm
by def4d
If you use the MR Mat editor, and import the mats in your 3d app, you won't have the pb (i just do that way, cause using 2 3d softs for wich things often change) :wink:

Posted: Fri May 04, 2007 6:28 pm
by Maxer
Why would there be a difference in the material Max creates as opposed to Studio?

Posted: Wed Jul 30, 2008 10:13 am
by numerobis
Hi,

is there a way to create a good ("real") looking ags for arch viz? i always have the problem, that the glass looks too transparent when you look on it at ~90°. and it's too transparent when there is a bright part ( sky) behind it.

does anyone have a good looking ags and could share the settings or the whole material?

it would be VERY helpful because i'm facing a deadline this friday :? :cry:

Posted: Wed Jul 30, 2008 10:30 am
by Fernando Tella
What I use for facade glasses is one layer of real glass but with black transmittance (opaque) + a ghost layer in additive and weighted 100/100. It's ultra fast.

For glass rails or exempt glasses I use a real glass weighted 100 + 75 ghost in additive.
and it's too transparent when there is a bright part ( sky) behind it.
I think that's how real glass behaves.

Posted: Wed Jul 30, 2008 11:48 am
by numerobis
thank you Fernando for the quick response!
Fernando Tella wrote:What I use for facade glasses is one layer of real glass but with black transmittance (opaque) + a ghost layer in additive and weighted 100/100. It's ultra fast.
is this for single surface usage or do i need a thickness for the windows?
could you post this mixed material? :oops:
Fernando Tella wrote:
and it's too transparent when there is a bright part ( sky) behind it.
I think that's how real glass behaves.
yes, but it looks toooo transparent

Posted: Wed Jul 30, 2008 2:06 pm
by Fernando Tella
Here it goes:

http://www.ftella.com/links/Vidrio%20op ... t%2001.mxm

I'm used to give glass some thickness, but I think this particular material will behave correctly with single surfaces as the real glass is opaque (so no refraction involved but with fresnel) and the other layer is ghost.

Posted: Wed Jul 30, 2008 6:19 pm
by numerobis
Thank You! 8)

I'm testing... :D