hatrick Posted March 16, 2009 Share Posted March 16, 2009 Hi , Is there a good glassshader for PBR rendering ? Marios is only for the micropolygon engine ? thx Quote Link to comment Share on other sites More sharing options...
hatrick Posted March 16, 2009 Author Share Posted March 16, 2009 ok a little bit more info with an example.... i work with the default glass material of the mat library... some common tips for good glass shading quality would be fine... for example i can`t figure out how to tweak the refractions the right way i d like to reduce the opacity without loosing background information... thx Quote Link to comment Share on other sites More sharing options...
hatrick Posted March 16, 2009 Author Share Posted March 16, 2009 when i shrink down the refractions the material won`t get opace? the background isn`t visible and the shading turns black ... Quote Link to comment Share on other sites More sharing options...
hatrick Posted March 16, 2009 Author Share Posted March 16, 2009 english problem here ... i don`t mean opaque im mean the glas does not get transparent.... Quote Link to comment Share on other sites More sharing options...
dbukovec Posted March 16, 2009 Share Posted March 16, 2009 to get correct refractions, with conventional units type 1/1.55 for glass or whatever refraction index You want to use. Quote Link to comment Share on other sites More sharing options...
hatrick Posted March 16, 2009 Author Share Posted March 16, 2009 sry i found some posts in the forum bout the refraction index... although i find it hard to control... it`s realy hard getting into mantra from 0.... another question... i d like to get a glow like effekt with PBR rendering similar to the one i get with he glow material with micropolygon rendering. Volume lightning ? Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.