It's always good to know how something is made, though. In fact, it's close enough that it's probably good enough for most of your needs. The mia_material_x has a glass preset called solid glass that is close to the shader you just created. You should see the result change quite a bit. Open the BRDF tab (short for Bidirectional Reflectance Distribution Function) in the material attributes window, and check the box labeled Use Fresnel Reflection. This is called the Fresnel effect.īecause the Fresnel effect is a relatively common phenomenon, the mia_material has a Fresnel attribute built into it. Now the surface of the glass display is uniformly reflective when, in reality, you should see weaker highlights where the glass faces the camera and stronger highlights toward the edges where the glass curves away. You want to retain the reflected environment but lose the specular-related highlights that are currently showing up in the renders.įind the Specular Balance attribute under the Advanced tab and set it to zero. It's still an important attribute in CG surfacing, but in this case, it's giving you a less realistic result than you'd like to see. Specular highlights are a holdover from earlier days of CG when glossy reflections had to be faked. Right now the mia_material is reflecting the environment, which is good, but it's also computing glossy reflections based on specularity, which is bad. If you compare your current result with real-world glass, you'll see that the surface is currently a bit too busy to be called realistic. If you do a test render at this point, you'll see that you're getting close to having decent-looking glass, but there are still two attributes you need to know about. Leave the glossiness value at 1.0 and change reflectivity to a value somewhere between 0.8 and 1. A little bit of subjectivity is OK here depending on the look you want in your final image, but the reflectivity value shouldn't drop below 0.8. Even when it is clear, the glass should have a high amount of glossiness and reflectivity. The Reflection tab determines how much of the glass's environment is reflected in the final render. You're creating a fully transparent glass shader, so set the transparency value to 1. The last thing you need to tweak in the refraction tab is the transparency value. Crown glass has a real-world index of refraction at approximately 1.52. Water has an index of refraction around 1.3. If you hover over the Index of Refraction tab, a small list of approximate values for different materials pops up. The first thing you need to adjust is the index of refraction parameter, which corresponds to a relatively specific real-world index of refraction values that exists for all naturally transparent surfaces. The Refraction tab is where you deal with the glass material’s transparency value. Under the diffuse tab, change the value of the weight slider to zero. Because the glass in this example is clear, you do not need any diffuse reflections in the shader. Diffuse light gives a form its surface color. You're creating a colorless, clear glass, so the job in the Diffuse tab is incredibly straightforward. Your success in rendering glass depends on how well you set several parameters: Diffuse, Refraction, Reflection, Specularity, and Fresnel Effect. Arriving at a basic glass shader is relatively simple-things only begin to get tricky when you need to fill the glass with a liquid. Some of them will be important to you, but a lot of them you can ignore. The mia material has a vast array of options. Set up a test scene with a basic piece of geometry and some simple studio lighting to work through the process of setting the parameters in Mental Ray. The standard MIA shader is a neutral gray with a sharp specular highlight. To find mia_material_x, click the Hypershade window > Mental Ray > Materials > mia_material_x. The mia_material_x node should form the basis of nearly every material you build in Maya, aside from skin shaders. Mental Ray's Mia shader is an all-purpose material network designed to be a physically accurate solution for just about any inorganic surface you can imagine including chrome, stone, wood, glass, and ceramic tile. This article explains how to render glass in Maya using the Mental Ray renderer plugin with the mia_material_x shader. Next, open BRDF tab > select Use Fresnel Reflection. What to Know Find Mia_Material_X: Select Hypershade window > Mental Ray > Materials > mia_material_x.Next, set up test scene, then adjust parameters. T-Mobile Expands 5G Coverage to 80+ Cities.How to Download TikTok Videos to Your Smartphone for Free.Worried About Credit Card Skimmers? Here's How to Avoid Them.Disable the Splash Screen in Windows XP With the System Configuration Utility.
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