

In the Material Editor make a copy of the Glass material and name it Glass Int. Apply a Push modifier to the clone and set the push value to -0.5 (try other values after rendering to check which works best for your model). Select your object and press CTRL-V (select Copy and click OK) to clone it. Let’s try another trick I like to use to make the glass more realistic, although it will make the glass object a hollow object (which is fine for many glass objects and often even desired). The results won’t always look good, depending on the model. Render again, and notice the difference, if any. Click the thumb on the right for more info. This will allow us to see the inside of the model. You could start by enabling the 2-Sided option for the Glass material. However, there are ways to make it more realistic. If you render your scene again, you will see it will look very different and really “glass-like”. Click the big empty button below Environment Map and select Background_Mountains (or any other background) from the Mtl Library. From the Rendering menu, select Environment (or press 8). You can add object and a sky and such yourself, but for the sake of this tutorials an environment map will do. Next, let’s makes some changes to the environment as the glass will need something to reflect. Make sure the plane is large as shown in the screen shot. Assign it a wood material from the Material Library (we used the default Wood_Ashen). Remember that glass is almost entirely transparent and can be seen only because of the reflections of light and objects in its surroundings. First you will need to make some changes to your scene, the environment. You can press F9 now to do a quick render, but it won’t look much like glass yet. In most cases the Max 2.5 Star will do just fine, but if your machine can handle it, you can try others that may give better results. Enable the option Enable Sampler and choose a method from the list. To make the reflections and the colors smooth, instead of grainy, you will have to enable Supersampling for the Glass material (just above the Maps rollout. Now that the main Glass material is select again, scroll down in the Material Editor and add a new Raytrace map in the Refraction slot. Go up one level, back to the Glass material, by choosing Glass from the drop down menu (where it says Map #3, see the additional screen shot.) Set the Falloff Type to Fresnel (click here for an additional screen shot).

And set the Specular Level to 275 and Glossiness to 45.Ĭlick on the blank square button after Opacity and add a Falloff map. Set the Ambient and Diffuse color of the material to black. Press the M key to open the Material Editor (or select Material Editor from the Rendering menu) and rename the first material to Glass.ĭrag the material to your object in the scene to assign it. This can be anything from the simple pawn we use (download the chess pawn here) to the sophisticated high detail models you create.
#CHOMIKUJ KURS 3DS MAX STUDIO HOW TO#
Note: Click on the thumbnail in each step for a larger screenshot that includes the viewports and the relevant portion of the user interface.īecause this tutorial covers only how to create the glass material you need to add an object to your scene yourself. This tutorial is aimed at the beginner, but since there are several ways to create glass, it might be interesting for everyone else as well.Īlthough this tutorial is based on 3ds Max, the same settings apply to many other 3D products. Key terms include reflection, refraction, opacity, and fall-off. In this tutorial you will learn how to create a realistic glass material and turn our chess pawn into a realistic glass object.
