You guys have this image in the post under the “Reflectance - Image” spoiler, yet I can’t get this reflectance of the surrounding terrain that you are showing here. The glass material only reflects the skybox, not the surrounding environment.
Correct, it only reflects the skybox. For some reason our default skybox has clouds beneath you, so sometimes reflections look weird. I found reflections look much better if you use a skybox that has the ground as a part of the skybox, or at least if the bottom half of the skybox is darker.
I’m taking advantage of the bug where transparent parts and decals do not render behind glass. All the snow, the NPCs and the house are set to Transparency = 0.011 (I heard rumours 0.001 also works, but haven’t tried it). The ParticleEmitter doesn’t render either.
You know, maybe when the glass not rendering transparent things behind it bug is fixed we could have a material or a brick which doesn’t render selected stuff behind it as a replacement?
An issue,
Why does the head mesh from the SpecialMesh object not render the glass material, while all other Mesh Types from the special mesh render it? This is inhibiting in making a cloaking device for players with a default head mesh.
head meshes haven’t rendered any material types for a long time
I’d be great if they changed this but I doubt it’s on the table
just use a cylinder, with a flattened sphere on the top and bottom, then cut the very tip of each sphere and union it all together
or export and import the head mesh and make it a meshpart
You can make a MeshPart with the MeshId set to rbxasset://avatar/heads/head.mesh to change it (sets the size as if it was a specialmesh with scale 1, 1, 1)
I’ve used a few modifiers on a few planes in Blender. Each have their own patterns and it gives cool results. It’s not even remotely feasible because of the poly count but, you know, science!