Hi Andreas - my understanding was that you wanted 50% transparency. ie.
Hello Paul,
sorry I think I was a bit unclear...
My initial wish was for my fake
glossy glass material with the falloff map in the opacity which was opaque.
Since I thought that it would be a good thing if the viewport material somehow represents a certain degree of transparency which is derived from the octane glossy material, I suggested to take the value of the grazing reflection of the falloff map and multiply this by a number that seems appropriate e.g. 0,5. This way you would have ended up for a fake glossy material with a grazing value of lets say 0,7 multiplied by 0,5 with a transparency of 65 %.
Looking at it again, my suggested approach is maybe not ideal since the opacity falloff map is just used to create a certain degree of reflection (not opacity) on the material and the values I used in my approach are not really a true representation of the transparency.
So maybe the easiest (I really don't know if that is easy...) thing would be to add a subnode under the opacity note named "viewport opacity value" where the user could specify a rgb color which then would be used for the transparency of the viewport material (light colors -> more transparent, dark colors less transparent)
if that is not working maybe some switch like "make transparent" which simply puts the viewport material transparency to 85%.
I could make all Octane specular materials have a bluish color in the RHino preview window - but customising the color on a case by case basis would not be easy.
This is IMHO another story as we are dealing with speculars materials here, right now all specular materials are 100% transparent in the viewport, no matter what values you key in the octane material (opacity, transmission...) while this is of course way better than the 100 % opaque of the fake glass, in practise when working on buildings you simply often don't know if there is a glass plane visible or not, so a little degree of opaqueness helps to visually identify the elements when modeling.
For specular materials my first thought was to use the opacity and/or transmission value to generate a transparency value for the viewport representation, however since I use 0% opacity a lot of times maybe it would be a better Idea to use the opacity value and add lets say 15% to this value so even if I would be using a 100% transparent octane material It would still be only 85% (100-15) in the viewport.
I hope I was able to make myself clear - english is not my native language sorry for that...
best regards
Andreas