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Absolutely love the approach! Great video as always!
Absolutely brilliant, as all other videos of this channel, THANKS and please keep up the good work!
What always amazes me is your ability to precisely observe how things work in real life before putting your hands into 3ds Max. I guess as a 3D artist this is what we are all doing (or should definitely be doing) but you always seem to go beyond what the average person is able to perceive: here for example, you were able to spot that the deflection increases when looking at the building from far away, and decreases when you're close to it. I already saw this deflection phenomenon in real life of course, but never perceived that its intensity varies with the distance, so wow, you have a special talent I guess, plus the fact that you're willing to share it with us makes your channel, to me at least, a must see for every 3D artist, thanks!
Great technique - definitely a must for doing these types of exterior shots.
You know what, I was just going to just ignore this on a project I'm working on right now; but after watching your video, your results are so gorgeous I just have to use this!
I've always observed this effect in reality but never knew how to replicate it in 3d. After attempting to get the tilt with floorgen or Sini jumble I settled for just doing it with noise in the bump
Love your breakdown and explanation and will definitely be using this moving forwards
definately great video 😊
Thank you great as always. Love the approach of copying those real world material effects
Awsome detail! Thank you!
Oil canning. That's another good word for glass warping.
always informative stuff. cheers
Great video dude !! Thank you
as always, right on target !
🍺
Thank you! Great tutorial.
Love it. I used to do it with some noise in the beginning too, tried it with more complex bump setups like you later on, but never entered the random tilting level!. A shame because this makes so much difference.
Just found your channel , i'll just turn off my phone , and enjoy these premium contents 😊.
love it!, you can make another video for edge dirt, dust or windows stains or dry water drops
I'd like to follow along but my 3ds max material editor doesn't look like yours. I get lost when you scroll down to "volume" - I don't see "volume" anywhere.
Hello. Would be any texture bump-normalish (osl?) or something to do the tiling without affecting the geometry
Array modifier will do there? 10:20
I think so, just got used to Randomize Elements for so long. But I believe Array could do that.
If you´re using Corona, the version 11 (still RC) will have a randomizer tool.
Hey Vjeko! Your approach is super realistic and I love how reflections turn out in renders. However, there is one thing that I have a problem with and maybe You have an idea how to solve it. When glass is distorted in that way, everything that is seen behind the glass seems distorted too, and it doesn't look real. I have even took a trip round my city and took a look on different big windows that has those distorted reflections and interior was always unaffected.
I had that once, but didn't have time to experiment fully... BUT this was my way of thinking about it.
So what happens, when you add a bump to a glass (box object), that bump is projected on box's normals, meaning if you have a bump facing outwards, on the BACK of the box it will also face outwards, therefore making the glass artificially thicker which gives it more space to distort things.
Where in reality, when glass is bent forwards, the whole object goes forward
meaning that your back side should have the same bump but negative value so that it mimics the correct thickness.
Edit: Best way to test if it really works, create a glass box object with 3mm thickness with lots of polys, add a slight noise modifier to bend it, and see if things in the back bend
@@RenderRam Thanks for Your answer! I always admire Your deep insight into mechanics of 3ds max :) HOWEVER, in this situation max's behavior seems to defy logic, because I did some tests and thats what happened:
1. When mesh is physically distorted by noise modifier as You proposed everything looks ok - reflections are bent, interior is not. COOL
2. When glass material with bump is assigned to simple plane with no thickness it still distorts interior so it is not effect of different thickness of glass due to different normal vector
I did those tests with vray. I don't have any other rendering software(only arnold but don't really know how to use it). Maybe someone could test it with other rendering software?
@@mateuszomanski9169 with no thickness?
your window glass must have thickness, a single sided plane reacts as if you have an infinitely thick glass
For example, if you want to create a pool with water, it's enough just to place a plane as a water surface, because everything seen trough plane has an infinite glass or water effect, meaning if your pool is 3m deep, what you see trough plane will act as a 3m thick surface
@@RenderRam whaaat? Didn't know that. I feel like preschooler now 😅 In that situation I've run out of ideas 😪
@@mateuszomanski9169 we've all been there :D