I'm trying to create a glass material. No transparancy, a little bit reflective and dark grayish.
The template architectural glass looked like it was the best of them, but it's almost a mirror, so reflective.
Question is. Where do I control the reflection amount of a material?
EDIT:
Found a suitable template, had overlooked the architectural 'common' one
Question remains how to control the reflection amount of a material.
glass material
Re: glass material
a darker color in the Architectural "common" (aka "Thin Glass") will cause more reflection, raising IOR = more reflection. lowering IOR= less
Re: glass material
When we are at it (and hope I don't hijack the topic); how does IOR and shininess relate?
Gai...
Re: glass material
IOR = Index of Refraction, it is a scientific number relating to the angle light is refracted as it passes thru an object.
Shininess is the smoothness/roughness of a surface. 50000= perfect reflection 7=as "rough" (matte) as looks good in Twilight in my experience. by "rough" I do not mean to imply that you will actually see the 'bumps'... unless you have applied a bump map.
Shininess is the smoothness/roughness of a surface. 50000= perfect reflection 7=as "rough" (matte) as looks good in Twilight in my experience. by "rough" I do not mean to imply that you will actually see the 'bumps'... unless you have applied a bump map.
Re: glass material
Shininess governs how sharp the reflection is. A smaller number is a more blurry reflection, a higher number is clearer (Mirror uses 10000 I think).
IOR, index of refraction, governs how much light bends when entering a transparent material but also governs how much light reflects off the material based on the viewing angle. The wider the viewing angle, the more reflective a material is, and IOR effects the amount of reflection as well as how much the reflection changes based on changes to the viewing angle.
From a practical standpoint, shininess governs how blurry a reflection is and IOR governs how much of the object's color is in the reflection.
IOR, index of refraction, governs how much light bends when entering a transparent material but also governs how much light reflects off the material based on the viewing angle. The wider the viewing angle, the more reflective a material is, and IOR effects the amount of reflection as well as how much the reflection changes based on changes to the viewing angle.
From a practical standpoint, shininess governs how blurry a reflection is and IOR governs how much of the object's color is in the reflection.
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Re: glass material
so, the closer an object's IOR is to the number 1 (IOR = 1 = Oxygen/Air) the MORE of the material's own color you will see in it's reflections.
as I would prefer to think of it... "Index of Reflection"
as IOR increases, you increase the reflected color's visibility.
be aware that IOR will look/react differently depending on the material template used. (metal vs glass for instance)
as I would prefer to think of it... "Index of Reflection"
as IOR increases, you increase the reflected color's visibility.
be aware that IOR will look/react differently depending on the material template used. (metal vs glass for instance)
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