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Window tinting


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  • Vectorworks, Inc Employee

Yes. Fastest way is to edit the texture your windows are using, edit the Transparency shader and then decrease the Transmission value. 95 is pretty clear glass, 50 is nearly a frosted opacity. This will make the glass tint toward it's Color shader value, or the color of the object it was applied to if the color was set to Object Attribute.

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  • Vectorworks, Inc Employee

If you have your class defined by a class, yes. Edit the glazing class, then you'll see under the Textures tab the texture assigned to different parts, its ususally the "Other" option or "Objects and Components" in 2018. That's the texture you'll need to edit. 

Exit the Edit Class window, then in the Resource Manager, find that texture and edit it. On the left, you'll see "Transparency" and then probably it will be listed as Glass. Click the Edit button next to that and lower the Transparency.

OR if you want to just make them solid and not transparent at all, change the Transparency option from Glass or whatever it's currently set to, to None and everywhere this texture is used will update after rerendering.

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You can lower your Transparency channel so you will see more of the color that is set in color channel

or use a tint color in Transparency channel ....

(ahm, I think there is such a setting ?)

 

It is common used to simplify exterior shots to set no transparency for Glass at all but a dark gray together

with the standard Glass Reflectivity, as it looks that way most times in reality as the interior is much darker

and offen occluded by the brighter Reflections showing the bright environment.

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14 hours ago, zoomer said:

It is common used to simplify exterior shots to set no transparency for Glass at all but a dark gray together

with the standard Glass Reflectivity, as it looks that way most times in reality as the interior is much darker

and offen occluded by the brighter Reflections showing the bright environment.

 

Yes agree Zoomer - good advice.

 

 Its sometimes better to fine tune textures to achieve a required 'look' rather than be technically accurate.

 

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