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Hi, I have starded a project of making skyrisers for a city scene. Now I have been playing around with the arch and vis settings to create those refelective building windows. However everything I make ends up looking like a see through house of glass. Other times it just ends up looking pitch black.
Here is a images of what it looks like right now, as well of what I want it to look like.
Does anyone have any sugestions?
Thanks
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You may want to give the glass something to reflect, see this thread. Another trick for a bit of realism, is some random variation of reflections, see this thread.
Also, give the building some interior walls, then you won’t see straight though it, the interior will be darker, making any reflections on the glass more apparent.
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I would also suggest NOT using the Fresnel reflection settings. What you are looking at in your sample is not typical glass. It’s made to be highly reflective. Consider your material to be a mirror with a slight transparency.
3DS Max Design 2011 64-bit - Advantage Pack
Dell Precision T5500, Dual Six Core Xeon X5650 @ 2.67GHz, nVidia Quadro 5000, 24 GB RAM, Win 7 Enterprise 64-bit
Minneapolis, MN, USA
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Use physical sun and sky and mental ray renderer. Get a cloudmap in your haze channel. Make the glass material highly reflective, You might try using ProMaterial Glazing, or A&D material. Then rotate the Sun around until it reflects in the building.
Pixels, Polygons, get’m while their hot
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Thanks for the tips. I find it a prety difficult thing to work with, but I am slowly begining to understand it.
Here is an update of glass.
Some things I still need help with is:
- my sky is dark
- The tint is not so realistic
I am using a mr sky and sun with Mental Ray
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What are your exposure control settings? You can start to add a lot of contrast with exposure control to start to get things looking more realistic. To get glass to look more realistic, I usually will place some objects behind the camera for my glass to reflect. For your sky to look better, you should copy your sky from the environment panel to your material editor. Once you do this you will see that there are values that you can tweak to make your sky darker or lighter. Another way to do this would be to change the Output values under your sky bitmap. Do a search through the forums here, there is lots of info on this kinda stuff.
Author: cogliati
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| Replied: 17 October 2009 02:57 AM
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turn up the BDRF to get more reflection, add some bump to the glass as well to get a little distortion. use a background switcher - mr physical sky for background, spherical environment map for the reflections(create one in photoshop if you would prefer or find a nice hdr)
3ds Max Design 2010/11/12, 64bit, Boxx technologies, dual quad core 2.8, nvidia quadro 4000, 20GB Ram, use mental ray for rendering, windows XP pro 64bit
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