hey guys,
i want to create my own glass material to take it later on in a pbr engine like cryengine 3.
i saw that they have a special shader for glass but i really dont know how to make the different textures like albedo/spec/gloss/normal in a pbr way to have a good looking glass in the end. maybe you can tell me or show how to do this
Replies
Glass reflectivity will vary a bit depending on glass type, but the IOR range of glass is generally about 1.440 - 1.900
Cryengine uses specular maps afaik, so the spec map/reflectance values would be in the (linear space) range of about 3% to 10% or 0.03/0.1.
Fresnel for glass should be 1 (100%), which means that at grazing angles, glass approaches 100% reflectivity (most materials do).
Albedo will depend on the type and color, and level of wear of glass.
Roughness/glossiness will depend on the type of glass as well. How rough or smooth is the surface of the glass? Answer that question and you'll know how to create this map. Scratches, scrapes, dust, dirt and other marks would typically be added here.
Normal maps for glass aren't any different than they would be for any other material. If your glass is perfectly flat, your normal map would be perfectly flat. If your glass is bent, has subtle imperfections, is cracked, etc, all of that would be represented in the normal map (and/or with the mesh geometry).
Transparency/translucency will yet again depend on the type of glass. Museum grade glass reflects extremely little light and is fully transparent. Frosted glass may be fully opaque but will let light through, thus is translucent.
Refraction will depend on the type and thickness of glass.
Specular highlights for a glass shader are typically rendered in an additive way. For instance, if your glass is 50% opaque, you wouldn't want the reflections to be 50% opaque as well, so you add the reflections as a pass on top of the shader.
this helps me a lot to understand how to create the glass i want
http://www.polycount.com/forum/showthread.php?t=146688
If your glass looks wrong with metalness = 0, you probably need a better shader rather than a tweak to the reflectance, specifically a refraction shader as that is the key component to selling glass.