Anti-glare gloss properties

VEGAVEGA Posts: 86
edited July 2022 in The Commons

Hello,

Would anybody know what would be iray shader parameter for anti-glare glasses? If using normal thin glass to reduce magnification, that has glossy layered weight = 1. What would be the anti-glare? Could someone find out who has these and test it in a similar rendering condition to real life scenario?

Post edited by VEGA on

Comments

  • Richard HaseltineRichard Haseltine Posts: 102,344

    Glossy Layered Weight cotnrols how much the various glossiness settings apply - you can see the difference by comparing which properties are available at 0% and higher values. I doubt there is a single setting that will simply make a surface look as if it has anti-glare coating.

    Thin Glass materials are for single surfaces, when glass in the scene is not modelled with thickness. If the glasses you are using have thickness to the lenses then you don't want the thin version of the shaders.

  • VEGAVEGA Posts: 86
    edited July 2022

    I get what you're saying, but I don't want the magnifying effect where it makes the eye's abnormaly big, because they are not a real glasses. The lens mesh is not like in real life. And in the thin glass shader the glossy weight reduces the gloss exaclty as I'd want it to. But what is the aproximate anti-glare coat? What do you think, how much gloss is there left 10%, 20%? Problem I'm facing is that you see reflection of everything, but the eyes. 

    Post edited by VEGA on
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