Let's start by creating a VRayMtl material. In the real world, glass is usually transparent and somewhat glossy. By default, it does not have diffuse color. To achieve that here, let's set the Diffuse color to black. This eliminates the color from the material. Then, increase the Reflect option by changing it to something like mid-gray or a bit lighter. This way, we make the material reflective. To make the material transparent, set the Refract option very close to white. The white color indicates that this material is fully refractive. In the real world no glass material is fully reflective or fully refractive, and the same goes for glossiness. To break the "perfection", let's reduce the Reflection Glossiness to about 0.95 and the Refraction Glossiness to 0.99. Standard glass has Index of Refraction(IOR)1 of 1.51714. The IOR stands for how the material refracts the transmitted light. Air has IOR of 1 by definition, which means it is no obstacle for light transmission. So, let's set the IOR of this material to 1.517. Since glass is a highly reflective and refractive material, it is recommended to trace the respective rays further than default. Make sure Max depth . Leave the Fresnel reflections and the Fog system units scaling enabled as they are by default. Fresnel reflections ensure proper reflection of the object based on the view angle. If you disable them, the whole object will get uniform reflections all over making it look fake. For a physically accurate result, it is recommended to leave this option enabled. Fog system units scaling option ensures proper calculation of the fog multiplier in the scene according to the system units. Assign the material to the tea glass. Now, let's render and see how the basic glass material looks like. |