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How do you make two sided textures? (Eg transparent glass tube)
show user profile  ShurikenUK
I just had the idea to make a glass stasis tube, or maybe clone-growing tube. I've modelled out the base and the top, which are two seperate objects, and I've used a 3rd object for the glass tube itself, which is a cylinder with its caps removed. What I want to do now is set up the model so the glass tube is actually transparent, or so you can see its material, regardless of what side your viewing it from (inside or out). Thats where I'm stuck though, I've done a little google search, but its mostly too vague. I'm thinking you would have to UV map BOTH sides of the polygons, but I've never seen or heard of a feature in Max that lets you do that, since you generally never see the "other side" of a polygon in a closed model. I would just use the transparency feature in the material editor, but the program I'm exporting to doesn't recognise those settings, you have to use alpha channels for transparency, or something like that. I've never tried this before!

Sorry if its a bit confusing, I'm pretty tired right now so my communication skills might be suffering haha. Does anybody know how I can do this.
read 510 times
11/13/2011 7:21:55 PM (last edit: 11/13/2011 7:21:55 PM)
show user profile  Westcoast13
Shell modifier?

My Turbosquid Area

read 504 times
11/13/2011 7:24:21 PM (last edit: 11/13/2011 7:24:21 PM)
show user profile  K-tonne
checkbox in the material editor-2- sided on a standard material
double sided material

thing is though glass usually has not only two sides but a volume between the two sides- the thickness of the glass- as it is now your glass will be solid and anything inside the glass will be stuck like flies in amber
might be best to model the two sides of the glass with another mesh for the liquid inside (if there is any)

Website and Portfolio

read 499 times
11/13/2011 7:29:34 PM (last edit: 11/13/2011 7:29:34 PM)
show user profile  Mr_Stabby
why would you uv map it.. its glass :p even if you were to map it UV works on both sides anyway, its up to the material to figure out what to do with it

either way if you're using MR in arch & design material there is a "thin walled" option that does what you need (since if you're not calculating occlusion or refraction depth anyway it really doesn't matter if there is a surface on the other side)

read 498 times
11/13/2011 7:29:57 PM (last edit: 11/13/2011 7:29:57 PM)
show user profile  ShurikenUK
Thanks for the replies all. I'm actually making this to export into a game engine (UDK), and I'm completely lost on BOTH sides of the field right now.

I think I'll try making the glass tube thicker than just one polygon face then, it WOULD look better in UDK. Thanks again, I'll see if I can get this to work now!
read 495 times
11/13/2011 7:43:45 PM (last edit: 11/13/2011 7:43:45 PM)
show user profile  Mr_Stabby
if you are making this for a game engine giving thickness to the tube would have 0 effect since it would just get culled, UDK doesn't know anything about ior nor refraction depth or caustics for it to matter.

read 485 times
11/13/2011 8:11:23 PM (last edit: 11/13/2011 8:11:23 PM)
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