Revit Frosted Glass Transparency

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  • In real-world frosted glass has surfaces with micro irregularities. This, added to the transparency, makes that light doesn't cross the glass straight forward but every ray changes its direction according to the glass surface, so, diffusing the image we see behind. Allegorithmic crew know well light behaviour, and so how materials seem, specifically Wes McDermott, who wrote 'The PBR Guide' explains all of this pristine. Indeed I've used Substance Source materials (textures) in Revit obtaining superb materials following the PBR workflow.

    So, snowyweston is right, roughness is the key.

  • I think there are still some issues in the frosted glass shader implementation. When using the legacy Solid Glass Revit shader with Roughness turned up, the glass looks very good, as long as there's natural light entering the space (ceiling and roof hidden in the first rendering). But as soon as the space is completely enclosed, the frosted glass takes on a luminous, glowing appearance.

    It looks like the glass might be reflecting the outdoor environment still, and the adaptive exposure makes the reflection seem super bright.

    Is there any possibility of fixing this issue?

  • Make sure the roughness is below 0.60, or you reduce your reflections for that material. For some reason, when roughness goes above 0.60, Enscape renders glass reflections with a different, less accurate & much simpler shader that covers the entire glass in that effect at high reflectance values.

    If you want the increased frosted-look that going above 0.60 provides, just make sure you dramatically lower the reflection value to get the glass to look closer to normal. Or keep your roughness under 0.60 in order to have Enscape rendering glass using the higher quality/more accurate shader.

    1. If the glass is taking on a luminous appearance in a low light condition make sure that self illumination is not applied to the material.
    2. If the scene is reflecting outside of the building from inside of the building when it shouldn't it's likely that your graphic card is stressed to the point that it cannot render the interior environment. This is a more common occurrence in highly reflective environments because of the increase in required compute.