Creating a Realistic Glass Material
Main parameters:
Diffuse color set to black
Reflection color set to white
Transmission color set to white
Fresnel enabled
Double sided
IOR set to 1.55
This setup uses RED::IMaterial::SetupRealisticMaterial
to produce a glass material. The setup relies on energy preservation and Fresnel to balance the energy between reflection and transmission. A glass material has no diffuse term, is transparent and fully reflective. Fresnel then does the job. The IOR may be changed depending on the kind of transparent glass looking surface to simulate.