《Making clear and colored glass》 【本字幕由ACELY 整理&转码】 As glass is one of a handful of material types that we come into contact with
【如果喜欢该教程，请购买正版！】 every day, the chances that we will want our need to recreate it in some way for
【----ACELY STUDIO----】 【作品只能交流学习，不得用于任何盈利用途！】 one of our scenes must be quite high.
Compared to older shaders, such as 3ds Max's standard material, the V-Ray material
really does make creating realistic glass a simple task for us indeed.
Now, of course, we need to go and unhide the objects that we want to work with.
In fact, we're just going to unhide our Glass object at this moment in time.
So, just click the lightbulb icon on that particular layer.
We do need to come and open up our 3ds Max Material Editor, and we want to use
this Glass 2 material.
So, let's select the object in the scene and use our Assign Material to
Selection button and the color sample that we get in the Preview slot. And the color swatch
and what we're seeing in viewport all match, so we know that that material
assignment has taken.
Now, bearing in mind that, as we said, the V-Ray Material is a energy-conserving
material type, perhaps we can work out due to the fact that glass is both
reflective and refractive, that this is another one of those material types
whereby the diffuse properties, the diffuse coloration in our V-Ray material will
not make any difference to the final result of our material when it is rendered.
Even when we have colored glass, it isn't this diffuse slot that provides
the color information.
These Diffuse controls are for surface light interaction, whereas the coloration
in glass comes from inside the volume.
This is why we're going to need to work with our Refraction controls in the V-Ray
material to create believable glass for ourselves, both clear and colored.
So, let's set to work on setting those properties in place then. So let's come
down to our Refraction controls.
Now, just bear in mind that our Reflection and Refraction controls do look
somewhat similar, so just make certain that you're working in the correct one.
As before, we need to set our Refraction color.
Black will make our material or our object completely opaque. And of course, the
end of the scale, which is white, will make it completely refractive.
Now, of course, as we mentioned, glass is also reflective,
so we do need to come and set our Reflection properties.
So I want to come and set this all the way to white. And if we take a render,
let's see what's happening with our material.
And we can see that what we get is a completely reflective material.
There are no refraction properties attached to this particular object at this
moment in time, which I suppose is not surprising, because we do have a complete
conflict of interest.
We've got Reflection set to 100% and we've got Refraction set to 100%.
The V-Ray material doesn't really know which one it is supposed to render, so
it's just working with the Reflection properties in this instance.
What we need to do is use an option that will tell the V-Ray material how to
handle the Reflection and Refraction properties of this material, and that is
this Fresnel reflections check box.
If we just put a check in there, now our object's or our material's reflectivity
versus reflectivity will be based on the viewing angle.
So, when we look at an object at glancing angles, we will see lots of
reflections; if we look at straight on, then we will see lots of refraction.
We'd be able to see through that particular object.
So, with that set, let's go and use the V-Ray frame buffer's Render
region functionality.
Let's just draw a region around our glass, and let's just see if what we've
said is actually what we get.
And, as you can see, things are starting to look very promising.
We refractions for sure. We can see the light is passing through. We can see
objects on the other side. They're distorted due to the bending of light inside
the volume of our geometry.
We can probably just make out that we have also reflections that are a part of
this material's makeup.
So, that's all working well.
A little bit of bitterness around the rim of our glass. That's just something we
would need to handle by means of V-Ray's Image Sampling and DMC Sampler controls.
If we increase the Quality settings there, that would clean up very nicely.
However, there's just a little problem in terms of our shadows.
We're not really getting light penetrating through to the surface of our
tablecloth geometry here as we would expect from glass, and again, that's
because there's just another option that we need to enable,
this time in the Refraction controls. We want to come and enable this Affect
shadows option and if we just this time expand our region a little bit and
take another render, you can see that that very nicely takes care of that
problem for us, and we have shadows that are behaving in a much more realistic way.
Now, when it comes to controlling the level of refraction on our objects, we can
use the same tricks as with reflection.
We can maps to control the way things are working.
So, if we applied our checker map inside of this Refraction map slot, then we
would get areas of our object that were completely refractive and we would
have areas of the objects that were completely opaque, just as we saw with our reflections.
We can also create blurry or noisy refraction effects inside our material.
So, if we just come down to our Refraction Glossiness--let's set this to a value
of something like 0.7. And again, if we just make a smaller region, in this
instance, because obviously this is quite a render-intensive effect and we just
take a Region render,
you can see that we get a very nice frosty glass effect.
Do be careful though with regard to how this particular material effect is working.
If you just take a look, you perhaps can work out the reflections on our object
are still perfectly clear; they're perfectly crisp.
This particular effect is being applied inside the volume of our geometry
only as refraction is an internal effect to the geometry.
If we wanted to make this surface look a little rougher, we would have to make
certain that our reflections have a glossiness or a lowered glossiness value
applied to them also.
Now I am just going to set this Glossiness value back up to 1, and let's
just re-render that.
So, creating a clear glass, pretty easy for us to do with the V-Ray Material. And
we can add more complicated looks. We can add a bit of a frosted-glass look in
there if we want to.
But what if we wanted to create colored glass as we mentioned at the start of our video?
Well, we can do that.
Let's just turn off our Region render option in the V-Ray frame.
Of course, we're going to need to come and unhide another to work within the scene.
So let's come back to our Manage layers icon and let's unhide our
Glass Butterfly object.
Of course, we want to go and select that in the scene.
I want to make certain that we select the appropriate material. And again, we
just want to use our Assign Material to Selection button to make certain that
any changes we make are going to be reflected in our renders.
So, let's quickly run through setting this up as a generic glass material.
So, let's set our Reflections to completely white.
Let's turn on the Fresnel reflections.
Of course, we need to set our Refraction color to completely white also.
Turn on Affect shadows.
Now, remember--let's come back to top--
remember, this Diffuse color swatch is not going to affect the coloration of our
glass. It's not going to give us the effect that we want.
To do that, we need to come down and use these somewhat misleadingly named Fog controls.
We have the Fog color, Fog multiplier, and Fog bias.
To create colored glass, all we need to do is use this Fog color swatch. And I
am going to go and let's create something along the lines of a nice burnt-orange look.
And again, let's take a render and see how that change will affect our material.
And what we get, with very little effort at all, is a very nice, very realistic
colored glass effect.
You can see where we have thinner pieces of geometry, we have less coloration;
we've got less saturation. Where we get nice thick areas of the geometry, the
color is much deeper, much richer, and that is exactly how colored glass would
behave in the real world.
If we wanted to just increase the saturation of the color effect in our glass,
we could just come and work with this Fog multiplier parameter.
It would just work to increase how much saturation is found inside of the piece
of geometry as a whole.
If we wanted to add more coloration to the thinner part, you can see where we
get down to these leg objects here, there's very little coloration. You can just make it out.
But if we increase the Fog bias, we will add color to even those thinner parts.
And of course, if there were areas of the geometry that we wanted to make less
saturated, then we could work with that, but we'd probably handle with our thin
parts being completely clear, in terms of how they are looking.
So, again, the V-Ray material makes the creation of dielectrics such as glass
very easy for us to do, even when we want more complex effects such as colored
glass or blurry refractions.
【本字幕由 ACELY.CN 独家制作发布】 -----欢迎加入群号：214645753----- Well, time now to switch back to our tablecloth material, so that we can try and
【更多字幕，请访问唯一发布站ACELY.CN】 add a little more of an organic or fabric look to it, and we're going to work in
our very next video to create a translucency effect.