I then found a tutorial which showed me how to give the bowl a glassy effect. I opened up the material editor and renamed one of the materials glass, I then assigned it to my bowl. i set the ambient and colour diffuse to black, the specular level to 275 and the glossiness to 45. I then went on to set the falloff type to fresnel.
In the material editor I added a new raytrace map in the refraction slot and set the level to 80. I then enabled supersampling to the glass so that the reflections were smooth and not grainy, I selected MAX 2.5 (after rendering theimage the glass still appeared grainy so this will be modified). I went on to add some planes so that once rendered an idea of reflections was viewable.
I then cloned the fish bowl and applied a push modifier with a value of -0.5. Within the material editor I then made a copy of the glass material and named it Glass Interior, I enabled the 2 sided option for this material and made sure that the original glass material did not have this selected. I then assigned this material to the clone.
Tutorial Reference: http://www.3dvalley.com/tutorials/creating-realistic-glass-material-in-3ds-max/
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