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Simple Vray Glass Reflection Revived

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Simple Vray Glass Reflection Revived Empty Simple Vray Glass Reflection Revived

Post by bokkins Fri Oct 02, 2009 8:53 pm

Hi guys, just want to share this process on achieving a good glass reflection using vray glass material with falloff on its reflect slot. This idea came from Archithekthura way back when he first shared it here. For some reason na-hacked ang account nya, Good thing the idea still remained. And I am sharing it again. Smile

I've posted this material before pro ngayon ko palang ipopost ang process. Enjoy!
Material Link >> http://www.cgpinoy.org/materials-f34/glass-material-t171.htm

Simple Vray Glass Reflection Revived Reflect
This is the setup, The secret here really is the reflection plane, this plane will give life to the glass. If you are using the same glass and without something to reflect, it will be useless. Just put anything infront of your window, eg. tree, car, buildings or simply a plane with a bitmap of an enviroment (trees and skies). Also, make sure that your angles are good. viewing angle is always equal to the reflection angle.
Simple Vray Glass Reflection Revived Reflectiondiagram
Vray Material, this is very simple. the key here is the falloff on your reflect slot. To adjust the opacity of your glass, just use the refract slot, white color means clear glass while black becomes opaque or a mirror.
Simple Vray Glass Reflection Revived Reflectfalloff
Reflect's Falloff Settings, under the mix curve, you need to add to more points in between. then drag the points as shown in the picture. The idea here is to have a varying intensity of reflection as your viewing angle changes.
Simple Vray Glass Reflection Revived Falloff
And that's it. All you need to do now is give it a try! Good luck! Smile
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Post by fredpaw Fri Oct 02, 2009 9:57 pm

thanx sir boks! 2thumbsup
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Post by ortzak Fri Oct 02, 2009 11:27 pm

thanks sa tut sir..dito ako lagi sablay hehe...Godbless!!
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Post by v_wrangler Fri Oct 02, 2009 11:37 pm

To add to bokkins excellent tuts:

Those handles in the falloff map can be changed to beziers so you can control the curves thereby eliminating the need for additional control points

Since you have fresnel mimicked by a Perpendicular/Parallel falloff type in the refrlection slots - you should also put an inverse of this as well in the refract slot.

The bitmapped planes for reflections (I call this REF CARDS) are just for reflections so to make sure they do not interfere with the rest of the setup, turn off visible to camera, make them visible only to reflections, turn off cast and receive shadows via the object properties.

Usually you might find instances where you might need to make it's reflections to be more stronger (above the 100 percent self illumination), to do this - adjust the bitmap's output to a higher value or adjust the RGB values to something higher than 1. if you do not want to adjust the output directly - nest the bitmap to an output map and adjust from there.
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Post by bokkins Fri Oct 02, 2009 11:50 pm

fredpaw wrote:thanx sir boks! 2thumbsup

no problem bro. Smile

ortzak wrote:thanks sa tut sir..dito ako lagi sablay hehe...Godbless!!

hindi ka na masasablay ngayon bro. hehe. joke lang, maganda na actually mga outputs mo. Smile

v_wrangler wrote:To add to bokkins excellent tuts:

Those handles in the falloff map can be changed to beziers so you can control the curves thereby eliminating the need for additional control points

Since you have fresnel mimicked by a Perpendicular/Parallel falloff type in the refrlection slots - you should also put an inverse of this as well in the refract slot.

The bitmapped planes for reflections (I call this REF CARDS) are just for reflections so to make sure they do not interfere with the rest of the setup, turn off visible to camera, make them visible only to reflections, turn off cast and receive shadows via the object properties.

Usually you might find instances where you might need to make it's reflections to be more stronger (above the 100 percent self illumination), to do this - adjust the bitmap's output to a higher value or adjust the RGB values to something higher than 1. if you do not want to adjust the output directly - nest the bitmap to an output map and adjust from there.

Thanks V, dagdag kaalaman na naman to. Ito ung sinasabi ko na once magshare ka ng information, not just you make people happy but you received back even more information as well. Honestly, wala akong kaalam alam sa mga additional infos na to, kaya maraming salamat V for taking time to share with us sa community. Smile
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Post by remlex Sat Oct 03, 2009 12:00 am

nice sir bokks..buti nlang ngshare ka hirap din ako sa glass refelction. 2thumbsup thank you!
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Post by bokkins Sat Oct 03, 2009 12:27 am

remlex wrote:nice sir bokks..buti nlang ngshare ka hirap din ako sa glass refelction. 2thumbsup thank you!

no problem bro. pasalamat tayo kay archithekthura at kay boyskan kasi sila unang ngshare nyan. Smile
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Post by jolicoeur030488 Sat Oct 03, 2009 1:57 am

thnks sa tuts!!
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Post by v_wrangler Sat Oct 03, 2009 2:23 am

One more thing, if you are on vray, making the REF CARDS a Vraylight material makes the process a lot easier.

"NOte: Viewing angle is always equal to reflection angle"

I didn't quite get what that meant but if Id rephrase it, reflections for non-dylectrics (non-metals) are stronger at greater angles, which means - it is stronger at areas perpendicular to the camera. (except of course when it is a perfect mirror)

Simply put. Fresnel.
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Post by tsukoy Sat Oct 03, 2009 2:32 am

bokkins wrote:
fredpaw wrote:thanx sir boks! 2thumbsup

no problem bro. Smile

ortzak wrote:thanks sa tut sir..dito ako lagi sablay hehe...Godbless!!

hindi ka na masasablay ngayon bro. hehe. joke lang, maganda na actually mga outputs mo. Smile

v_wrangler wrote:To add to bokkins excellent tuts:

Those handles in the falloff map can be changed to beziers so you can control the curves thereby eliminating the need for additional control points

Since you have fresnel mimicked by a Perpendicular/Parallel falloff type in the refrlection slots - you should also put an inverse of this as well in the refract slot.

The bitmapped planes for reflections (I call this REF CARDS) are just for reflections so to make sure they do not interfere with the rest of the setup, turn off visible to camera, make them visible only to reflections, turn off cast and receive shadows via the object properties.

Usually you might find instances where you might need to make it's reflections to be more stronger (above the 100 percent self illumination), to do this - adjust the bitmap's output to a higher value or adjust the RGB values to something higher than 1. if you do not want to adjust the output directly - nest the bitmap to an output map and adjust from there.

Thanks V, dagdag kaalaman na naman to. Ito ung sinasabi ko na once magshare ka ng information, not just you make people happy but you received back even more information as well. Honestly, wala akong kaalam alam sa mga additional infos na to, kaya maraming salamat V for taking time to share with us sa community. Smile

you can say that again sir bokks Wink.... thanks wrangler for that info. thanks to you sir bokks for this wonderful tuts. inuman na
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Post by agent7 Sat Oct 03, 2009 2:41 am

salamat sir boks! the best ka talaga! 2thumbsup
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Post by bokkins Sat Oct 03, 2009 9:25 am

v_wrangler wrote:One more thing, if you are on vray, making the REF CARDS a Vraylight material makes the process a lot easier.

"NOte: Viewing angle is always equal to reflection angle"

I didn't quite get what that meant but if Id rephrase it, reflections for non-dylectrics (non-metals) are stronger at greater angles, which means - it is stronger at areas perpendicular to the camera. (except of course when it is a perfect mirror)

Simply put. Fresnel.

Ito yung nakita ko sa net V, angle of incidence pala yung ibig kong sabihin sa "viewing angle". What you were saying yata is if the surface is irregular kaya may deflection, but with a plane reflective surface, it's always true na Viewing/incident angle is always equal to reflection angle.

Simple Vray Glass Reflection Revived Fig12-1


Last edited by bokkins on Sat Oct 03, 2009 6:21 pm; edited 2 times in total
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Post by bokkins Sat Oct 03, 2009 9:26 am

Thanks din tsukoy and agent7. Smile
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Post by Ar_Can_EVSU Sat Oct 03, 2009 3:14 pm

salamat sir boks!!!
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Post by DELL1520 Sun Oct 04, 2009 11:10 pm

yes tama ka sir bokks.slamat sa tutorials mo malaki tulong eto samin
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Post by westcoastwindblow Sat Oct 10, 2009 10:47 pm

salamat

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Post by logikpixel Thu Oct 22, 2009 1:09 am

Can I just add my insight about glasses and reflections.
In real life, reflections on glass windows almost always bend. This is because of the pressure the frames put on the glass. If you go to Google.com and search for "building glass reflections" you'll see examples of what I mean.

Here are few of those I've found.

[img]Simple Vray Glass Reflection Revived 0adc29b160[/img]
[img]Simple Vray Glass Reflection Revived 569ac58ebc[/img]

I have no idea on how this is done in Vray, but in Mental ray this can be achieved by putting a Noise map on the Bump slot (go figure).
You might not agree with me on this but this is just my insight.
Smile
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Post by Yhna Mon Oct 26, 2009 8:04 am

salamat po master boks thumbsup
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Post by kurdaps! Mon Oct 26, 2009 11:11 pm

logikpixel wrote:
I have no idea on how this is done in Vray, but in Mental ray this can be achieved by putting a Noise map on the Bump slot (go figure).
You might not agree with me on this but this is just my insight.
Smile

Good point.

Same idea, it can be achieved by adding Noise on the bump. Very Happy
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Post by virus Mon Oct 26, 2009 11:22 pm

galing sir boks.. puro na lang ako download ng tuts.. hehehe.... pano pala gawin curve yung falloff curve? hehehe..
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Post by vamp_lestat Sun Feb 07, 2010 2:42 am

very nice insights.. Very Happy
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Post by v_wrangler Sun Feb 07, 2010 2:48 am

I have mentioned about this noisy reflections in my previous posts and this is of course possible by adding large subtle low value noise or any other distortion maps in the bump slot of your materials.
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Post by jarul Mon Feb 08, 2010 8:46 am

agree
yan din un napansin ko sa mga glass..
anyway,ito ung bump na ginagamit ko sa glass.
nililiitan ko lng ung tiling..and nilalaro ko ung bump.

bump...pede din sa water..
Simple Vray Glass Reflection Revived Watrbump

sample output
Simple Vray Glass Reflection Revived Smpleglass
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Post by Zoro_Architecture Mon Feb 08, 2010 9:22 am

thanks a lot...
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Post by kamaynicain Thu Mar 04, 2010 12:13 am

ang galing naman ng mga tao gito sa CGPINOY! they are sharing thier God's given talent. nag-aaral uli akong mag 3d render, offically i made a 3d scene last 2001 pa, using autocad 14 n photoshop lang...now, 2010, umpisa uli, sana makahabol...puro shop drawing nlang kasi, i like SIR BOKKINS method and mas simplified ang approach nya! i believe in time management! more power!
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