The V-Ray glass created on the basis VRayMtl material.
The first things you need to start is set to Diffuse - black (RGB 0,0,0).
Then ask reflection, investing in Reflect slot card Fallof, with Fallof Type: Fresnel. The lower color swatch (Side) - should be pure white (RGB 255,255,255), while the upper (Front) - Gray (RGB 25,25,25). In addition, for a more realistic, reflection should be slightly blurred, setting the Refl. Glossiness, for example 0,98-0,95.
Now we have to make the glass transparent.
To this end, the color must be set Refract white (RGB 255,255,255), as well as for realistic, change the IOR to 1,517. Although, in principle, to change the IOR is not necessary, and you can leave the default value (1.6).
That's how the settings look typical glass material in V-Ray😉
Hello! That honor topic about the use Falloff maps . This topic also explains the essence of the Fresnel reflections. How does the lock (L) you can read in the topic of what is Hilight glossiness . Regarding Exit color, then look theme of "gray" reflection . There's a situation where, instead of reflection, visible Exit color, due to the insufficient number of perotrazheny.
If you have any questions about the material contained in those topics, for example about the Exit color, feel free to ask them right there in the topics😉
Yeah, Dennis, that's right😉
Theme is a way to prescribe the textures in the Max 3ds .
Xenia, please, if you will create a new question, not related to this issue, create a new and ask it there. Do not write all the questions in one subject that was not a dump😉
Glass is the second most complex, after translucent materials, human skin, for example, material. His "nag" can not take😁 Even very experienced wizards, sometimes do not know how to get realistic glass objects. So you'll have to work hard.Glass is almost transparent and slightly reflective. Successful visualization of glass depends on 5 factors. It:(1) - The geometry of the object.(2) - The right material.(3) - True studio.(4) - The true scale of the scene and object.(5) - The correct settings for the renderer.1 - They sorted things out with geometry. If you have the same "dirt" on the standard Maxx ChamferBox, then it's not a matter of geometry.2 - In order not to guess what you set up in the material, whether you need Fresnel reflections, etc., first of all, take a properly tuned glass material to be guaranteed. To do this, go to our section of models and download a model with glass. For example, a set of containers for pasta, or a glass set for oil and vinegar, or a classic wall sconce, in general, anything, where there is white glass. We have many such objects. The result of their materials can be seen on the preview. If you have material in the scene, from any of these objects, behaves differently - smoothly we come to the key factor of glass rendering.3 - As mentioned above, the glass is almost transparent and slightly reflective, so all of its "material" is essentially what we see through it (it's transparent) with a slight distortion (IOR) and a little bit of what surrounds it (it also reflects Then what's around). If transparency is like everything, then it's more difficult to reflect. The fact is that glass reflections can not look "as in the picture" if you do not have the same thing in the studio as in the picture around the glass, because in this case it simply has nothing to reflect. Judging by all you have a plane with the texture of the tree on which the glasses lie, and all this is in a completely empty studio with a simply black Environment. This black "dirt" in the reflections is the black infinite black space around it.What to do? Do a studio that has something to reflect. In order not to repeat, I strongly recommend that you read the topic of creating an anisotropic steel material. There just this issue is comprehensively touched upon, for the brilliant metal is even more dependent on the environment than the slightly reflecting glass. Slightly because the glass is a transparent material, that is, most of the light rays, albeit with distortions, but passes through the glass, and come back (what we call reflection) is a very small fraction. For a highly reflective glass is already a mirror😁4 - As you know, the thicker the glass, the less transparent it is. To understand what is at stake, it is enough to take any glass and look at it in the butt. Immediately, the "perfectly transparent" glass in the end face turns greenish or blue. This is all because with increasing thickness, the ability to pass light rays through yourself decreases. This effect is simulated by the "Fog" parameter. The thicker the object, the less transparent it is. Since the thickness of the object in 3ds max is measured in system units, then its opacity from thickness also depends on the actual thickness. That's why, even the same material in different scenes can look different, because the material is set in mm, and pours into the scene, for example, where the system units are cm. Here we have a 10 times (1cm = 10mm) different "turbidity" of the glass. For more details, see the topic about rendering fluids in V-Ray.5 - Render settings affect the least extent, but they can also. For example, if the "Global switches" rollout activates the "Override depth" function, it will globally limit the number of reflections and refractions of materials, which is especially important in your case when you have a mountain of objects with refractive-reflective materials lying one on top of the other. There may easily not be enough 5 and re-reflections or ducks (Max depth in the material settings) and you will get "Exit color" spots on the spot where there should be another reflection.