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Vray - Headlights Main Glass
show user profile  RedStar
I am running into a slight issue. And this is something I am doing wrong because I have this on all of my models.

When rendering my headlights it seems my main headlights glass kills the detail inside the headlight.
If the glass is hidden the headlights render out just fine, with it on it hides my bumps and colors.

I have a shell on everything and is all to scale.

I have affect shadows on

I also noticed if I uncheck "visible to refractions" in my vray properties for the glass, it helps somewhat, but not fully.

Any help would be greatly appreciated.
read 2321 times
11/28/2011 7:24:05 PM (last edit: 11/28/2011 7:24:05 PM)
show user profile  Joey Parker Jr.
I've had to create some products that have glass but I needed to see through them clearly to see the inside without refraction distortion. I came up with this. Not so much the glossiness part but combination of the reflection IOR and the refraction IOR.
Not sure this will work for your situation but what the heck.

 photo 2012-sig_small3_zpsbd114b69.png

read 2313 times
11/28/2011 7:44:33 PM (last edit: 11/28/2011 7:44:33 PM)
show user profile  RedStar
I tried it with your mat and same thing happened Parker.

Here is an image to show you guys whats going on. Pay attention to the bottom turn signal area.

And here is my mat with some changes you mentioned to do.

read 2303 times
11/28/2011 8:01:45 PM (last edit: 11/28/2011 8:02:13 PM)
show user profile  Joey Parker Jr.
What you're seeing is the hilight glossiness.
I had it set for my needs but you should probably set it higher.
 photo 2012-sig_small3_zpsbd114b69.png

read 2298 times
11/28/2011 8:06:00 PM (last edit: 11/28/2011 8:06:00 PM)
show user profile  RedStar
Yeah but I am getting same issue with my basic material. Hell I get same issue even when I make the front glass have no reflections lol, thats what gets to me even more lol.
read 2296 times
11/28/2011 8:09:19 PM (last edit: 11/28/2011 8:09:19 PM)
show user profile  BishBashRoss
Try increasing the max depth for both reflection and refraction on all the relevant materials.





read 2293 times
11/28/2011 8:12:18 PM (last edit: 11/28/2011 8:12:18 PM)
show user profile  RedStar
I got them at 25 atm. Should I go even higher? Because atm still same look.
read 2282 times
11/28/2011 8:19:31 PM (last edit: 11/28/2011 8:19:31 PM)
show user profile  Joey Parker Jr.
You have the Fresnel IOR set to 0.5.
I have it set to 0.4. I found it makes a huge difference what that is set to.
Somebody should have a good vray headlight glass mat around here...
 photo 2012-sig_small3_zpsbd114b69.png

read 2281 times
11/28/2011 8:20:08 PM (last edit: 11/28/2011 8:20:08 PM)
show user profile  RedStar
Okay guys so I think i am on to something. I believe playing with IOR values of my glass inside of the headlights gives me the look I want. The outside glass I left very simple. But the inside is where I need to play with it. I will keep you posted!
read 2272 times
11/28/2011 8:33:32 PM (last edit: 11/28/2011 8:33:32 PM)
show user profile  Error404
for your max depth, on headlight glass and chrome usually needs more then the default (5) If you are at 25, you are probably plenty good. I normally go somewhere around 10 to 15, depending on how detailed the headlights are. Sometimes more, but not often.

And you could also try lowering the cutoff threshold in the shaders, it defaults to .01, try .002 or something.

For glass, I would leave the IOR set to around what glass should be, about 1.5.

All the glass parts (including the outside cover) should have actual thickness to them.

And all the normals on all the pieces should be facing the correct direction (outwards). If the normals are not facing the correct direction on the chrome pieces (or the glass pieces) sometimes you can get odd reflection/refractions or black areas that should have lots of reflections.

www.DanielBuck.net - www.DNSFail.com

read 2243 times
11/29/2011 12:48:14 AM (last edit: 11/29/2011 12:54:28 AM)
show user profile  Bolteon
personally, i think the part with the glass looks perfectly accurate.

-Marko Mandaric



read 2228 times
11/29/2011 2:21:14 AM (last edit: 11/29/2011 2:21:14 AM)
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