| Blevin’s Ray Trace Glass using Mental
Ray Import
the file into Max 6. You will see some
teapots and reflection cards. Dropper sample the small card to study
the Output material in the diffuse slot. This will give us nice bright
reflections. Objects to reflect
are essential with glass, chrome, car paint,
etc.
Create this ray trace
material and apply to the teapots. Go Standard button/Raytrace to start.
Diffuse goes to BLACK Transparency goes to WHITE [or any other color if you want colored
glass] IOR 1.5 Spec Level = 0, glossy
= 0
Falloff type = FRESNEL IOR = 1.5
You can go ahead
and render this in the default scanline renderer. the will be artifacts
and it will be slow. We could fix it with supersampling, but let’s go
ahead and do something in mental ray. Activate the MR renderer.
Do not turn on Final
Gather, Global Illumination, or even caustics, as we are not setting
up shadows in this scene. In the renderer panel,
set type to Mitchell. Note – increasing
width/height will soften the image. Turn on jitter as an option, as it helps fight
any anti-aliasing problems.
You should get a
nice rough pass. Make any changes you want to now.
Turn up the sampling
to 16 and 64 and re-render. This will take longer.
Try another approach
... make a new material and apply to the teapots ... hit the Standard button and get this material:
Change the top color
to white ... it is currently a very light green:
The render has a
lot of complexity:
One more ... make
a new material ... in the mental
ray connection rollout at the bottom, unlock surface ...
add lume glass there.
Here is a render
of the default lume glass:
|