Hi,
I have a problem with transparency not propagated through glas. I think I read somewhere in this forum, that this is some kind of octane limitation, but a friend of mine achieved the effect I want with a fake glas shader (glossy-specular-mix) in octane for modo. I tried to reproduce his solution but never got his result.
Am I missing something or is it in fact a limitation?
Kind regards
Carsten
Transparency Limitation
Moderators: ChrisHekman, aoktar
Hi Carsten,
Yes, you need to use opacity for this. If you don't care about correct IOR and you are happy with just a mix of reflection and transparency, then just use a single plane of the glass, apply a glossy material that is like a mirror, and then control the opacity with a falloff node/map. When you tweak the falloff map, you should be able to achieve a blend of see-through when viewing the window face on, and reflective (mirror-like) when viewing at grazing angles.
Hope that makes sense!
Thanks
Chris.
Yes, you need to use opacity for this. If you don't care about correct IOR and you are happy with just a mix of reflection and transparency, then just use a single plane of the glass, apply a glossy material that is like a mirror, and then control the opacity with a falloff node/map. When you tweak the falloff map, you should be able to achieve a blend of see-through when viewing the window face on, and reflective (mirror-like) when viewing at grazing angles.
Hope that makes sense!
Thanks
Chris.