How to set transmission correctly to create glass in Arnold and 3dsmax If you just need the quick summary of all the settings go to 13:12 hdr images from hdrihaven.com/hdris/
Thank you, very clear instructions! However, I have a problem where I don't get shadows from my glass. I've followed your instructions to a T, but once I set the transmission to 1 I get no shadows whatsover, no matter the scene brightness, exposure, etc. Any idea why that might be?
Hi , thanks for the tutorial ! I have an issue though ... for some reason the shadow plane with the matte shadow material apply to it shows up through the glass (not outside of the glass where only the shadows are showing up ... any idea ?
great tutorial. struggling to get transparency in my alpha channels using standard glass. Only just switched to Arnold in 2018 so wondering if it's been updated or whether you'd recommend going straight to surface shader as in the tutorial?
It's worth downloading and updating the Arnold plugin for max 2018. There are a lot of bug fixes and extra features in Arnold v3. I think max 2018 is installed with Arnold v1 I like the surface shader. I think its nicer to use than the max physical material , but it ONLY works with Arnold where as the physical material works with all the included max renderers ( and vray i think )
@@kenzorman Thank you that's a massive help. I nearly opted for Red Shift after encountering a few odd behaviours (possibly scale related rather than bugs) but upgrading might well help with that too. Will try your suggestions. Thanks once again.
How does this video relate to mirror textures? I'm wanting to create a reflective grey material and the preset Mirror option keeps rendering as black and I can't make it grey.
How to make waviness on a glass surface? Like the windows of of a bulding's glass facade. They are not exactly like mirrors but instead reflections are slightly distorted. I tried with putting a noise map in the Normal (Bump) slot but it doesnt seem to work out.
Each window is at a slightly different angle. You can simulate this by - twisting each bit of glass in the mesh - randomising the UVs on the glass so the each window has its own UVs there are some other tricks but these are the easiest
Hey I'm not getting the material settings you're getting, like Transmission, even though I changed my renderer and shader. Is there another step to activate it?