Okay, Im modeling some props for a scene my friends doing, but Im trying to do some glass shaders in maya, which I've never tried before (surprisingly). Going by a tutorial online, I've gotten this far, but the results have been not what I've been looking for. heres one of the objects Ive been working on, a bottle of Jack.
heres what I have in the hypershader workspace
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Transparency: 0 = Black , 1 = White
Reflectivity: 0 = White, 1 = Black
By "White" or "Black" I mean near white, or near black, as you should play with the values to get it to look right, or even play with the falloff of the ramp to get a better value, as the Jack Daniels bottle isn't round, but has hard edges. Also, that new map you made, should be input as follows:
Create two multiply/divide nodes. Connect the facing ratio from the sampler info into each one, then the black and white texture you made from the diffuse into the other slot, then put the multiply/divide in as your transparency and reflection (set each node to multiply). This should make sure that your labels aren't reflecting and aren't transparent. Again, play with values to get the right look, and try and understand what is going on with your material in real life so you can better translate it to a cg representation.
You may also want to think of adding refraction. Edit: I forgot to add that if you do refraction you're going to need to make a duplicate of your object that is either slightly larger or smaller than your regular object. The outside object should have its refractive index set to 1 (air), and the inside should have its refractive index set to the type of glass you want. This is only because Maya does not assume that your object is surrounded by air or vacuum. :poly105: