The base color of the glass in the texture color is black not white.
But it looks normal here.
Oh, you have sent the original file glass.
So it’s wrong. It needs to be white.
I finally succeeded! By coloring the base of the texture color white now the glasses are transparent. Finally!
I could never have done it though without your help Rodrigo!
The next step is to get the materials right: both the wood and the brass are not very real.
What do you think?
What values should I set to make these materials more real?
I thing you can soften the influence of the normal map a bit.
Also, do you know that you have lost your basic glass shader properties? The transparent node to be controlled by the Light Path node is not there anymore, but you could add it back using the transmission texture as a factor for the mix shader node.
Forgive me but I didn’t understand anything you tell me…
Maybe it’s things I’ve done and don’t realize it.
Where is it that I lost the basic glass shader properties, in the material of the submitted file? Maybe I deleted it by mistake…
How do you soften the influence of normals?
Not in the file you sent me.
But after baking your texture you have converted all materials in a single one with different properties depending on the map textures to control them, right? Before you had a transparent shader to mix with the glass complex shader you had to get rid of the shadows.
Well, in this glass you need to do the same or the transmission part of the glass will make the shadows darker and your render will calculate caustics. To solve it you can:
Add a “mix rgb” node. Set the first color slot to white.
Connect the “transmission texture” to the second color slot of that “mix rgb” node.
Add a “Light Path” node and connect the “is shadow ray” to the factor of the “mix rgb” node.
Connect the “mix rgb” node to the “Alpha” slot of your material
That’s all.
You will see how better it will look.
With that you are telling your render not to take in account the glass material in the shadows calculation, since thin glass should let pass almost all the light that passes trough and because the render times are bigger if the render needs to calculate caustics also increasing the noise.
I would be glad to explain any aspect of the operations involved if you don’t understand something of what’s happening here.
Thank you for your patience with me!
You actually have to forgive me, but I can’t comprehend the concepts you are telling me.
For me it is already a lot that I was able to bake the textures and recreate the materials quite similar to the originals. To tell the truth I never thought I could do it. I looked for resources on the net and mixed everything, but obviously not being practical I did things both wrong and right, without knowing what I was doing.
I even used the Principled Baker add-on at one point because I couldn’t get some textures baked.
Honestly if I were to do them again, I’m not sure I’d remember how to do them.
It would take me a detailed explanation of all the steps in great detail, from the moment I complete the parts of the 3D model and assign the materials, I have to go and merge the objects into one.
Explaining:
“Add a “mix rgb” node. Set the first color slot to White.”
With this part we are saying to the program that everything corresponding to the first color slot is supposed to be 1 alpha.
“Connect the “transmission texture” to the second color slot of that “mix rgb” node.”
Doing this we are saying to blender that the glass part is supposed to be 0 alpha.
“Add a “Light Path” node and connect the “is shadow ray” to the factor of the “mix rgb” node.”
This part says to blender that the 0 alpha value is to be considered only in the shadow rays.
“Connect the “mix rgb” node to the “Alpha” slot of your material”
This part says that everything is to be placed on the alpha calculations.
I hope this helps.
Sorry, the mistake was mine. I inverted the alpha logic. It’s supposed to be WHITE where I said black.
My mistake.
I will edit my text so no one who reads this does the same, but its registered that I made the mistake.
yes, because it needs to invert the logic. One moment.
I see that when I say to use the texture you had connected to the transmission slot you took it out from there. LOL.
It was not to take it out from the transmission, it was to connect BOTH. The texture goes directly to the transmission slot and then you make ANOTHER connection from the same texture to that part I explained before.
What we have made before should not be touched.
But don’t worry, I have already proved that we all make mistakes.
See how it’s much brighter inside now?
Yes, this is better.
Unfortunately I have to leave the forum now.
But I would like to ask you if please then tomorrow you could explain me how to do this step you were saying before:
"Before you had a transparent shader to mix with the glass complex shader you had to get rid of the shadows.
"