# 3ds max glb refraction materials

**URL:** <https://forum.babylonjs.com/t/3ds-max-glb-refraction-materials/35921>\
**Category:** Questions\
**Tags:** material\
**Created:** [November 22, 2022, 8:44pm UTC](https://forum.babylonjs.com/t/3ds-max-glb-refraction-materials/35921 "2022-11-22T20:44:56Z")\
**Posts on this page:** 11\
**Page:** 1

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**Author:** ![Erhan\_Dirilik](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/erhan_dirilik/32/28276_2.png) [@Erhan\_Dirilik](https://forum.babylonjs.com/u/Erhan_Dirilik)\
**Post date:** [November 22, 2022, 8:44pm UTC](https://forum.babylonjs.com/t/3ds-max-glb-refraction-materials/35921/1 "2022-11-22T20:44:56Z")

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Hi everyone;  
I use 3ds max babylon GLB GLTF exporter. I have a some problem transparent refraction. I want to make like this [example](https://threejs.org/examples/?q=gltf#webgl_nodes_loader_gltf_transmission)  
I did download it this model and than reupload for the test in the google model viewer. It works any problem. But ı try export to the babylon.js plugin not working refraction glass material. how can make this material from 3ds max?  
Here is the model viewer screenshot and original glb file [Olive Text - Google Drive](https://drive.google.com/drive/folders/1x3pk0MlSkVnTGDlzZYvDfD0MmSiG01Up?usp=share_link)

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**Author:** ![sebavan](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/sebavan/32/57_2.png) [@sebavan](https://forum.babylonjs.com/u/sebavan)\
**Post date:** [November 22, 2022, 11:36pm UTC](https://forum.babylonjs.com/t/3ds-max-glb-refraction-materials/35921/2 "2022-11-22T23:36:39Z")

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cc @bghgary and @PatrickRyan

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**Author:** ![bghgary](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/bghgary/32/48532_2.png) [@bghgary](https://forum.babylonjs.com/u/bghgary)\
**Post date:** [November 23, 2022, 12:30am UTC](https://forum.babylonjs.com/t/3ds-max-glb-refraction-materials/35921/3 "2022-11-23T00:30:35Z")

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Welcome to the community!

> [@Erhan\_Dirilik](#):
>
> I did download it this model and than reupload for the test in the google model viewer. It works any problem. But ı try export to the babylon.js plugin not working refraction glass material. how can make this material from 3ds max?

I don’t understand what you mean. Did you make a 3ds max version of this model? What do you mean by “download this model”? Did you download the GLB? I don’t think the source for this model is available from the author. The original one was produced with the Babylon GLB exporter as noted [here](https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/IridescentDishWithOlives#creation-details).

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**Author:** ![Erhan\_Dirilik](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/erhan_dirilik/32/28276_2.png) [@Erhan\_Dirilik](https://forum.babylonjs.com/u/Erhan_Dirilik)\
**Post date:** [November 23, 2022, 12:51pm UTC](https://forum.babylonjs.com/t/3ds-max-glb-refraction-materials/35921/4 "2022-11-23T12:51:10Z")

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actually what I’m trying to do is to create glass material like here. I imported it into 3ds max program. But with what settings can I make such material? How to ı setting 3ds max materyal

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**Author:** ![carolhmj](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/carolhmj/32/25918_2.png) [@carolhmj](https://forum.babylonjs.com/u/carolhmj)\
**Post date:** [December 1, 2022, 12:51pm UTC](https://forum.babylonjs.com/t/3ds-max-glb-refraction-materials/35921/5 "2022-12-01T12:51:11Z")

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Do you want to make the glass material in Babylon or in 3DS Max?

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<div class="post-metadata">

**Author:** ![Erhan\_Dirilik](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/erhan_dirilik/32/28276_2.png) [@Erhan\_Dirilik](https://forum.babylonjs.com/u/Erhan_Dirilik)\
**Post date:** [December 1, 2022, 5:57pm UTC](https://forum.babylonjs.com/t/3ds-max-glb-refraction-materials/35921/6 "2022-12-01T17:57:34Z")

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Yes. I want to make the glass material in 3ds max babylon js

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<div class="post-metadata">

**Author:** ![carolhmj](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/carolhmj/32/25918_2.png) [@carolhmj](https://forum.babylonjs.com/u/carolhmj)\
**Post date:** [December 1, 2022, 7:18pm UTC](https://forum.babylonjs.com/t/3ds-max-glb-refraction-materials/35921/7 "2022-12-01T19:18:23Z")

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3DS Max and Babylon.js are different things 😅

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<div class="post-metadata">

**Author:** ![Erhan\_Dirilik](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/erhan_dirilik/32/28276_2.png) [@Erhan\_Dirilik](https://forum.babylonjs.com/u/Erhan_Dirilik)\
**Post date:** [December 2, 2022, 3:47pm UTC](https://forum.babylonjs.com/t/3ds-max-glb-refraction-materials/35921/8 "2022-12-02T15:47:01Z")

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I guess you don’t know about 3ds max babylon plugin  
[Releases · BabylonJS/Exporters (github.com)](https://github.com/BabylonJS/Exporters/releases)

I solved it myself in 3ds max.

> **[Olive screenshot.png](https://drive.google.com/file/d/1S1d4XjbMbMKdmDrIiT03cRi1zmvEVQm7/view?usp=share_link)**
>
> Google Drive file.

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<div class="post-metadata">

**Author:** ![carolhmj](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/carolhmj/32/25918_2.png) [@carolhmj](https://forum.babylonjs.com/u/carolhmj)\
**Post date:** [December 2, 2022, 4:23pm UTC](https://forum.babylonjs.com/t/3ds-max-glb-refraction-materials/35921/9 "2022-12-02T16:23:12Z")

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I know about the plugin, but you didn’t talk about it on the previous message 😛

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<div class="post-metadata">

**Author:** ![bghgary](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/bghgary/32/48532_2.png) [@bghgary](https://forum.babylonjs.com/u/bghgary)\
**Post date:** [December 2, 2022, 7:19pm UTC](https://forum.babylonjs.com/t/3ds-max-glb-refraction-materials/35921/10 "2022-12-02T19:19:19Z")

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I think @echadwick-artist manually edited the glTF to create the glass material when he created it. The exporter now has some newer extensions supported, but one that you would need in order to create this glass material is `KHR_materials_volume` which is not supported. The exporter is now [in maintenance mode](https://forum.babylonjs.com/t/no-longer-actively-supporting-autodesk-exporters/35288) and thus we are no longer adding more features.

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<div class="post-metadata">

**Author:** ![echadwick-artist](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/echadwick-artist/32/41009_2.png) [@echadwick-artist](https://forum.babylonjs.com/u/echadwick-artist)\
**Post date:** [December 2, 2022, 8:11pm UTC](https://forum.babylonjs.com/t/3ds-max-glb-refraction-materials/35921/11 "2022-12-02T20:11:41Z")

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Thanks for the mention Gary!

I did use 3ds Max and the Babylon.js exporter, but I did most of the material editing inside Visual Studio Code. I detailed the material choices here: [glTF-Sample-Models/2.0/IridescentDishWithOlives at master · KhronosGroup/glTF-Sample-Models · GitHub](https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/IridescentDishWithOlives#glasscover-material)

Autodesk now has a glTF Material in 3ds Max 2023 and their own glTF exporter that works with it. So you can adjust ratified extensions directly in Max. You can even use ActiveShade with Arnold to preview things not usually supported in the normal Max viewport, like refraction and absorption.  
[https://help.autodesk.com/view/3DSMAX/2023/ENU/?guid=GUID-7ABFB805-1D9F-417E-9C22-704BFDF160FA](https://help.autodesk.com/view/3DSMAX/2023/ENU/?guid=GUID-7ABFB805-1D9F-417E-9C22-704BFDF160FA)

I converted the model to use KHR\_materials\_iridescence for the glass, once that extension was ratified. This is a more accurate representation than the KHR\_materials\_specular which I used before.

> <https://github.com/KhronosGroup/glTF-Sample-Models/pull/352>
>
> Replaced KHR\_materials\_specular with KHR\_materials\_iridescence, and updated READ…ME.
> 
> !\[specular\_vs\_iridescence\](https://user-images.githubusercontent.com/40177036/169141405-618f6fa8-213b-4d85-8318-9b77c0f1276d.jpg)

I also made a tutorial to explain the overall process: [glTF-Tutorials/README.md at master · KhronosGroup/glTF-Tutorials · GitHub](https://github.com/KhronosGroup/glTF-Tutorials/blob/master/AddingMaterialExtensions/README.md#adding-material-extensions-to-gltf-models) This is a different model, but the principles are the same.

I hope this helps!
