Hi All
I'm finding it difficult to replicate this image below:
(http://static1.evermotion.org/files/model_images/5df271f4f4191d2ba90c21be89c6c2b7.jpg)
The render is done vray from 3ds. And you can find the scene for sale on Evermotion.org here:
http://www.evermotion.org/shop/show_product/archinteriors-vol-22/6144 (http://www.evermotion.org/shop/show_product/archinteriors-vol-22/6144)
But what I want to do is create the same frosted material in keyshot. I know that the material in vray has an alpha image over the top to give that impression of it being frosted. If this is done keyshot, you can't achieve the correct lighting from sun & sky because it doesn't allow the light to be cast through. Is there another way?
Cheers Jimmy
Hi Jimmy,
If your glass parts are solid bodies, try setting the material type to Glass (Solid). It allows you to define surface roughness, which is also a texturable property.
Here's a quick attempt at getting that material appearance. This method works for solid bodies (not surfaces), so hopefully your windows were modeled with some thickness to them.
Also, here's a blog post that may help with this topic: https://www.keyshot.com/2016/difference-keyshot-roughness-bump-textures/ (https://www.keyshot.com/2016/difference-keyshot-roughness-bump-textures/)
Hope this helps!
Quote from: richardfunnell on June 28, 2016, 08:01:20 AM
Hi Jimmy,
If your glass parts are solid bodies, try setting the material type to Glass (Solid). It allows you to define surface roughness, which is also a texturable property.
Here's a quick attempt at getting that material appearance. This method works for solid bodies (not surfaces), so hopefully your windows were modeled with some thickness to them.
Also, here's a blog post that may help with this topic: https://www.keyshot.com/2016/difference-keyshot-roughness-bump-textures/ (https://www.keyshot.com/2016/difference-keyshot-roughness-bump-textures/)
Hope this helps!
Thanks for this Richard. I'll experiment with my options and post something soon.
Ok my update on this problem with a frosted window material. Although Richards comment works well for area lights and standard environments, I found that with sun & sky environments i could not obtain the sharp shadows and natural light that comes through my windows.
So what I did, I used a standard glass material with two textures. One that was a frosty texture and the other a slight roughness bump texture, just enough to blur the glass. And blurred my background plane to simulate the blur of the glass.
Here is my result below:
Awesome, that looks great!