To make a glass surface you'll want to use Refraction. You can enable this in the Transmission panel.
Generally, you will want to apply a dedicated material to the glass areas of the mesh, and enable refraction there. But you can also use the mask slot to load a texture mask to determine which areas are refractive. This can be useful if you want to blend between full refractive areas and dirty or dusty areas.
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To make a glass surface you'll want to use Refraction. You can enable this in the Transmission panel.
Generally, you will want to apply a dedicated material to the glass areas of the mesh, and enable refraction there. But you can also use the mask slot to load a texture mask to determine which areas are refractive. This can be useful if you want to blend between full refractive areas and dirty or dusty areas.
Here's an advanced breakdown on setting up refractive materials: https://marmoset.co/posts/texturing-and-rendering-glass-with-ray-tracing-in-toolbag-4/
Refraction seems to make the camera grey in colour
Your mask looks to be inverted, click the "Invert" checkbox underneath and see if that does anything.
Yes in this case white in the mask texture will define which areas are refractive, while black will define which areas are solid/Lambertian.