i tried my best to google something on this topic, but no success... it will return generally with FROSTED glass, which is obviously not what i am looking for, or with the glass of milk, which is closer, but again not quite what i need...
i assumed its the SSS thing, so i kinda played around with the scattering medium connected to specular material, but if i move those sliders, which make the glass to be not completely transparent, what is exactly what i want, the resulting material is grey, not white as i want it to be...
can anyone please point me in the right direction? Do i have to use mix material? I was even told by a friend, its definitely not SSS thing, as SSS wont work on thin geometry (i needed "table" of milky glass separating 2 balconies), that this is actually something else, what he could not specify by name, was talking about blurry refractions and that i need set proper IOR for this kind of glass... well, now i am confused.
how to create milky glass material...
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Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
You might try working with surface roughness in place of SSS, or combining the two. I found SSS to be counter-intuitive when it comes to holding the brightness of a surface like the white you suggest. I don't know why it does that, but I tried for a solid week to get pure SSS to not darken as the scattering was increased. The only option then is to use a mix material to try to recover the brightness, but it's a trade-off. I have to qualify that though, by stating that I was BACKLIGHTING the SSS, which is an added complication.
Win7 | Geforce TitanX w/ 12Gb | Geforce GTX-560 w/ 2Gb | 6-Core 3.5GHz | 32Gb | Cinema4D w RipTide Importer and OctaneExporter Plugs.