There is not a very detailed point in the glass textures. You can easily create this effect by using the Reflect and Refract options, and then giving the Fall Off effect to the Reflect channel. The issues that you have to pay attention to here are: you must keep the Fall Off value in balance from the Maps part. If this value remains at 100, there will be too much reflection and you will not be able to view the interior (Fig.03).
I didn't use direct sunlight, like V-Ray Sun, because I usually like to use cloudy weather in my scenes. I’ve also never used HDRi because I don't like the HDRi effect and color changes on the environment. For this reason, I prefer the V-Ray Dome light and this is what I used in this scene. I used an orange V-Ray Light Plane too because it needed to support the interior of the scene (Fig.04).
Rendering Settings F-Stop :
As the F-Stop value increases, the diaphragm decreases and if the diaphragm becomes narrow then the Depth of Field (DOF) increases. This helps us to get a clear result, but when the diaphragm becomes narrow the brightness of the scene decreases.
Shutter Speed :
This is a mechanical system that determines the duration of the light’s reflection over the film. This duration is mostly given in terms of division of one second – for instance: 1/1, 1/2, 1/4, 1/8, 1/15, 1/30, 1/60, 1/125, 1/250, 1/500, 1/1000 etc. The higher the duration, the more light that will reflect over the film.
ISO: Is the standard measuring system that measures light sensitivity. Higher ISO means higher brightness on the scene and this also brings a higher Noise rate (Fig.05).
And here’s the final image (Fig.06).
Special thanks to Fatih Civan for the Turkish to English translating.
If you liked reading this tutorial, you may also be interested in the following.
"Creating and texturing a football / soccer ball using 3dsmax" by Themis Benetatos Several people have asked me how they could texture a football generated with my Football Ball Maker script.
The first, and ugly option, would be to flatten the UVs in an unwrap modifier and then texture it in a 3D painting
software like Mudbox/Bodypaint etc. The second option would be to create a low poly ball, unwrap it and then
generate a normal map for the patches from the high poly model.
"3ds Max Environment Modeling" by Sascha Henrichs In this tutorial you will learn how to set up a modeling rig on a sphere object, in order to make it look like a stone.
This technique delivers a very believable result and is absolutely non-destructive. Once set up, you can easily
modify the results by changing the mapping offsets in the first "cellular" displacement map.
Rating: 4.30, Votes: 46
Robon Fri, 29 October 2010 1:19pm
thanks for the explanation, brilliant image, great attention to detail.
Nice work man, well done! That level of rendering motivates me to do better myself, inspires me!
keep up the good work!!!
& thanks for the tutorial of course, would otherwise seem like an endless task to make it to that professional level.