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By itsallgoode9
#276584
I have a martini glass that is made partially of frosted glass and I am having trouble getting this, seemingly straight forward, material to work how I want.

I have been messing mostly with the roughness values to acheive the effect so far, but it really isn't working as realistically as I would like.

In real life frosted glass sort of blurs/diffuses any details behind it, but when working with the roughness value in MR all that happens is the frosted glass obscures details behind it....instead of actaully bluring them out.

How do I go about getting this more "blurred" effect?
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By Mihai
#276586
It should work ok with roughness, don't set it too high though. Together with rougness, say 10-15 you can use a fine bump map also to simulate a rough glass. If you still have problems post your material and a render.
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By Hervé
#276587
2 layers mxm with a weight map (inverted in one of the layers)

make one frosty glass layer, and one clear (non frosty) :wink:
By itsallgoode9
#276602
Thanks for the feedback so quickly guys.

I'm not sure I exactlly understand what you're saying Herve. A bit more detail maybe?

as far as using the fine bump map, this will actually create the the blurring to objects behind the glass? rather than just obscuring it?

Thanks for the help.


note: I don't know if it will make a difference in how this material is approached, but the of frosted glass i'm recreating is a really fine frostsed glass (same type as a Level Vodka Bottle) which it is so fine, that when wet it become pretty much clear again until it dries. and really has no texture you can feel.

a rougher, more common type of frosting is like what's found on an Absolut Vodka bottle.
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By KurtS
#276616
don't use bumpmap - use a weightmap like Hervé suggests
By itsallgoode9
#276619
alright, i will try the weightmap.

Using a weightmap are you suggesting I use a fine noise texture as frosted glass (glass with a higher roughness value) and the inverted weightmap as standard glass?
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By Hervé
#276647
itsallgoode9 wrote:alright, i will try the weightmap.

Using a weightmap are you suggesting I use a fine noise texture as frosted glass (glass with a higher roughness value) and the inverted weightmap as standard glass?
exactly.. then tweak as you wish... :wink:
By pipcleo
#276652
ah , for us material dummies , what are the specs on the weight map exactly ?

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