Architectural Glass

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3dreamstudios
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I want to have some glass in a scene but when I use Specular Material I don't get the reflections I think I should.

Glass when looked at straight on can have less reflectivity then at an angle. I have used the Glossy material with the falloff on specular input for a FAKE. But what am I missing when I want the real thing to look like this, using the full specular material node?
3dreamstudios
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No one has any thoughts on this?

Is it better to have only one poly for glass or ~1/4" thick box like real glass for this situation?
atnreg
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3dreamstudios wrote:No one has any thoughts on this?

Is it better to have only one poly for glass or ~1/4" thick box like real glass for this situation?
I have no experience of exactly this kind of situation but usually in Octane the closer to real world the objects are, the better is the result :)
So I would use thick box, thickness matching to real world window glass and definitely specular material. There are still two surfaces on any glass plate so if you only use infinitely thin one polygon, it may cause strange results.

Of course window glass is very different from lightbulb but a while ago I modeled an old-style lightbulb and even for that I used thick object (thickness about 0.3mm) and the result was quite amazing :)
lightbulb.png
So with Octane, go as close to real as possible, it is usually the best :)

Good luck!

Antti
Last edited by atnreg on Wed May 13, 2015 6:59 pm, edited 2 times in total.
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gordonrobb
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Also, I would use a Specular material. what was wrong with the reflections you were getting?
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3dreamstudios
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It's probably my setup as Octane would render "correctly" what I expect if my setup was more like real world.

But basically glass in general when on a building will reflect almost like a mirror at harsh angles...60+ degrees or so. I'm not getting that by default with the specular material. I have to use the Glossy material with a falloff node and adjust the opacity manually. Which I don't mind at all....just wanted others feedback as I'm new to Octane in Lightwave.
3dreamstudios
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this is a quick google search as to what I think I should see.... You can see on the bottom portions where we are looking more straight on to the glass you can see through it more....the highest portions is almost a pure mirror....
Attachments
650.jpg
atnreg
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3dreamstudios wrote:It's probably my setup as Octane would render "correctly" what I expect if my setup was more like real world.

But basically glass in general when on a building will reflect almost like a mirror at harsh angles...60+ degrees or so. I'm not getting that by default with the specular material. I have to use the Glossy material with a falloff node and adjust the opacity manually. Which I don't mind at all....just wanted others feedback as I'm new to Octane in Lightwave.
But the falloff should do exactly that, I'm still learning to understand it :D but I have seen nice results using it :)

Antti
AMD Ryzen Threadripper 2990wx (32c/64t),64GB RAM,NVIDIA GTX 1080ti,Win10
Clarisse 4,Houdini 18 (+Octane 2019),Blender2.81,Fusion360,Onyx,ZBrush,SubstPnt...
Started: Houdini 2019, Clarisse 2016
No business, just fun :)
atnreg
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Location: Helsinki, Finland

3dreamstudios wrote:this is a quick google search as to what I think I should see.... You can see on the bottom portions where we are looking more straight on to the glass you can see through it more....the highest portions is almost a pure mirror....
You might find something here http://3dxyz.pro/category/octane-render/
There are only some glass mats in those collections but I haven't tested them so I don't know for sure but I hope you will find some ideas from there if not directly suitable preset :)
Last edited by atnreg on Wed May 13, 2015 7:59 pm, edited 1 time in total.
3dreamstudios
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atnreg wrote:
3dreamstudios wrote:It's probably my setup as Octane would render "correctly" what I expect if my setup was more like real world.

But basically glass in general when on a building will reflect almost like a mirror at harsh angles...60+ degrees or so. I'm not getting that by default with the specular material. I have to use the Glossy material with a falloff node and adjust the opacity manually. Which I don't mind at all....just wanted others feedback as I'm new to Octane in Lightwave.
But the falloff should do exactly that, I'm still learning to understand it :D but I have seen nice results using it :)

Antti
In deed it does for the Glossy material, hence I've been using it. However the Specular material doesn't have this probably because it's not fakeable...if you will....it just is what it is. I might need to play with the absorbtion and scattering as I bet this real world effect is from film or other things native to the glass itself...hmm...must play....
atnreg
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3dreamstudios wrote: In deed it does for the Glossy material, hence I've been using it. However the Specular material doesn't have this probably because it's not fakeable...if you will....it just is what it is. I might need to play with the absorbtion and scattering as I bet this real world effect is from film or other things native to the glass itself...hmm...must play....
You could also try to mix specular and glossy, though I have never tried that so it may go all wrong :)
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