Help on creating a glass shader
Cool Blue
Posts: 38
Hey guys:
My question is rather a simple one. How do I go about creating a glass shader, fore a vase I'm working on. Your advice and support has always been very helpful to me, and I appreciate your thoughts.
Thanks again
Coolblue
Michael.
Comments
Simplest solution would be to go peek in freestuff. That way your going to have a foundation to work from even if you want to play with the settings.I am pretty sure that there are some glass shaders in there. Also be sure that you have a 360 degree environment of some sort in the scene and that the raytraced settings are high enough when you do the render.
Just came across these settings (from NeilV 1) earlier today:
Link to original post
I have been trying to create a decent glass preset with the DAZ default shader, but following your suggested settings gives me this. (doesn't look very glass-like)
Because there are refraction and reflection values you need to put the glass inside a room of some sort. also set your raytrace bounce to 4 in render settings, and have at least one light set to raytraced.
And Multiply Specular Through Opacity should be off when there is no trans map.
Thanks. i have in fact perfected this now and have found a modified version of the above settings works rather better. (for one thing, the IoR for glass is 1.5, not 2.0)
Here you go
Diffuse Color 255 255 255
strength 0%
(ie no diffuse)
Glossiness 95%
Specular Color 200 200 200
Specular strength 100%
Specular Through opacity = off
Ambient Color 225 225 255
Ambient Stength 0%
(ie no ambient)
Opacity Strength 25%
Bump Setting (to show if using a bump map)
Displacement (to show if using a displacement map)
Reflection Color 255 255 255
Reflection Strength 100%
Refraction Color 255 255 255
Index of Refraction 1.5
Refraction strength 75%
Lighting Model = Plastic