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Convincing Realistic Glass and Frosted Glass any1?

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Convincing Realistic Glass and Frosted Glass any1? 
By SynapticCore on Aug 07, 2002 09:12 AM
Hey everyone,

I have decided to create a ChessBoard, all glass and frosted glass as the squares and the "colour" of each side.  I want to make sure that its realistic and I ain't going to stop until its perfect, I've been modelling the Pieces with a lot of success using Loft etc, but Does anyone have any ideas how to make see through glass and Frosted glass?!?

Oh I use 3ds max 4 as my program.

Thanks in Advance.
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Re: Convincing Realistic Glass and Frosted Glass a 
By Atomichillbilly on Sep 19, 2002 04:25 AM
Try :

metal shading for glass material, but blinn shading may work ok too. 2-sided material produce much more realistic glass so turn it on. Diffuse color should be rather dark, perfectly transparent glass should have black diffuse color, every change of this color will tint your glass.Go to maps check reflection enter 30 in it's parameter box,go to refraction check the box and click on none button,and choose raytrace,fool around with these parameters until you get the effect you like.
another method to add is reflection check it and choose falloff and pick color for falloff.I hope this helps.
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Re: Convincing Realistic Glass and Frosted Glass a 
By Atomichillbilly on Sep 19, 2002 05:25 AM
here is direct link to a maxscript for r4 max to make frosted glass haven't tried it yet:
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Real Frosted Texture 
By munza on Feb 02, 2003 07:13 PM
I was looking for a way also to create a frosted look on a transparent plastic cap for a type of spray bottle.

I tried the Architectural Glass script for frosted glass and didn't get the effect I was looking for.  While is did provide a blur effect in a texture which is good for lots of other things, I wanted a gradient effect the slightly refracted object behind it.

I have the Perfect solution. It gives a materal a sandblasted look making anything behind it look fuzzy.

3D Max 4.0
1. With a new Material, change it to RAYTRACE.
2. Use 2 sided if needed.
3. Set up your Transparency, I used a 50% trancparency setting.
4. Set up your index of refraction. If you just want a slight distortion, set it to around 1.1
5. Set up your Highlights. Specular level: 230, Gloss: 27, Soften .8
6. Tick Bump and set it to "200" and apply a Noise Map making the size .6 and changing the Noise Type to "Turbulence"

Back to Parent Material. If you rendered this texture now. You would find that the sandblasted look would be to blotchy. We will fix that next step.

7. Under Supersampling Enable Sampler and set it to Hammersley, Quality 0.5 should be fine, the higher the smoother the low the more granular. You can actually play around a bit with the sampling. They  all give great effects. This does increase rendering time of the object with the texture but the result speaks for it self.

8. one more thing. If your doing a semi transparent plastic, you might want to add some Translucency.

Well there you go. This is my final render.
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