Twig \ Error \ RuntimeError
An exception has been thrown during the rendering of a template ("Template "modular/bio.txt.twig" is not defined.").
Previous exceptions
  • Template "modular/bio.txt.twig" is not defined. (404)
  • Template "modular/bio.txt.twig" is not defined. (0)
Twig\Error\RuntimeError thrown with message "An exception has been thrown during the rendering of a template ("Template "modular/bio.txt.twig" is not defined.")." Stacktrace: #82 Twig\Error\RuntimeError in /home/jhiemstraxartec/public_html/test/user/themes/minimaxing/templates/partials/sections/bios.html.twig:6 #81 RuntimeException in /home/jhiemstraxartec/public_html/test/system/src/Grav/Common/Twig/Twig.php:292 #80 Twig\Error\LoaderError in /home/jhiemstraxartec/public_html/test/vendor/twig/twig/src/Loader/ChainLoader.php:142 #79 Twig\Loader\ChainLoader:getCacheKey in /home/jhiemstraxartec/public_html/test/vendor/twig/twig/src/Environment.php:351 #78 Twig\Environment:getTemplateClass in /home/jhiemstraxartec/public_html/test/vendor/twig/twig/src/Environment.php:445 #77 Twig\Environment:loadTemplate in /home/jhiemstraxartec/public_html/test/vendor/twig/twig/src/Environment.php:423 #76 Twig\Environment:load in /home/jhiemstraxartec/public_html/test/vendor/twig/twig/src/Environment.php:384 #75 Twig\Environment:render in /home/jhiemstraxartec/public_html/test/system/src/Grav/Common/Twig/Twig.php:281 #74 Grav\Common\Twig\Twig:processPage in /home/jhiemstraxartec/public_html/test/system/src/Grav/Common/Page/Page.php:859 #73 Grav\Common\Page\Page:processTwig in /home/jhiemstraxartec/public_html/test/system/src/Grav/Common/Page/Page.php:732 #72 Grav\Common\Page\Page:content in /home/jhiemstraxartec/public_html/test/vendor/twig/twig/src/Template.php:690 #71 Twig\Template:getAttribute in /home/jhiemstraxartec/public_html/test/cache/twig/a6/a6e71229c07c4ac03d31c4ed1a3b887e66b4114333548c3d78e7922329d932c3.php:46 #70 __TwigTemplate_19ae740d6c6dfa56d6a338bbb51557a8029350bcb3024b07d3cca702e4a69634:doDisplay in /home/jhiemstraxartec/public_html/test/vendor/twig/twig/src/Template.php:443 #69 Twig\Template:displayWithErrorHandling in /home/jhiemstraxartec/public_html/test/vendor/twig/twig/src/Template.php:414 #68 Twig\Template:display in /home/jhiemstraxartec/public_html/test/cache/twig/6c/6c1d65ea28cc330dbce01f6ef934f905e3f32b4a038c5fa70ecf5b43ea230884.php:30 #67 __TwigTemplate_a78487088a0ec74ac1aef8f1f93868851d1727715fab3c67f9d695c8bcc1596c:doDisplay in /home/jhiemstraxartec/public_html/test/vendor/twig/twig/src/Template.php:443 #66 Twig\Template:displayWithErrorHandling in /home/jhiemstraxartec/public_html/test/vendor/twig/twig/src/Template.php:414 #65 Twig\Template:display in /home/jhiemstraxartec/public_html/test/cache/twig/f4/f448589b8fa5e8e96d271b869702bdf2c5f6c03d9e1ebdec2a1766abd9e01266.php:84 #64 __TwigTemplate_1fd2da7f05a02335033099a06781b7d00f84f79ced9a93dc72d9cf5790c09ebd:block_content in /home/jhiemstraxartec/public_html/test/vendor/twig/twig/src/Template.php:216 #63 Twig\Template:displayBlock in /home/jhiemstraxartec/public_html/test/cache/twig/05/05d859bec41ac5da994bb517e48f7a9558c5995f959256a93748d96374b382ab.php:306 #62 __TwigTemplate_aed3f39d8681d6e3378d0353681a4dc14e38b6e07894141497597544251eadee:block_body in /home/jhiemstraxartec/public_html/test/vendor/twig/twig/src/Template.php:216 #61 Twig\Template:displayBlock in /home/jhiemstraxartec/public_html/test/cache/twig/05/05d859bec41ac5da994bb517e48f7a9558c5995f959256a93748d96374b382ab.php:90 #60 __TwigTemplate_aed3f39d8681d6e3378d0353681a4dc14e38b6e07894141497597544251eadee:doDisplay in /home/jhiemstraxartec/public_html/test/vendor/twig/twig/src/Template.php:443 #59 Twig\Template:displayWithErrorHandling in /home/jhiemstraxartec/public_html/test/vendor/twig/twig/src/Template.php:414 #58 Twig\Template:display in /home/jhiemstraxartec/public_html/test/cache/twig/f4/f448589b8fa5e8e96d271b869702bdf2c5f6c03d9e1ebdec2a1766abd9e01266.php:35 #57 __TwigTemplate_1fd2da7f05a02335033099a06781b7d00f84f79ced9a93dc72d9cf5790c09ebd:doDisplay in /home/jhiemstraxartec/public_html/test/vendor/twig/twig/src/Template.php:443 #56 Twig\Template:displayWithErrorHandling in /home/jhiemstraxartec/public_html/test/vendor/twig/twig/src/Template.php:414 #55 Twig\Template:display in /home/jhiemstraxartec/public_html/test/vendor/twig/twig/src/Template.php:422 #54 Twig\Template:render in /home/jhiemstraxartec/public_html/test/vendor/twig/twig/src/TemplateWrapper.php:47 #53 Twig\TemplateWrapper:render in /home/jhiemstraxartec/public_html/test/vendor/twig/twig/src/Environment.php:384 #52 Twig\Environment:render in /home/jhiemstraxartec/public_html/test/system/src/Grav/Common/Twig/Twig.php:395 #51 Grav\Common\Twig\Twig:processSite in /home/jhiemstraxartec/public_html/test/system/src/Grav/Common/Service/OutputServiceProvider.php:28 #50 Grav\Common\Service\OutputServiceProvider:Grav\Common\Service\{closure} in /home/jhiemstraxartec/public_html/test/vendor/pimple/pimple/src/Pimple/Container.php:118 #49 Pimple\Container:offsetGet in /home/jhiemstraxartec/public_html/test/system/src/Grav/Common/Processors/RenderProcessor.php:28 #48 Grav\Common\Processors\RenderProcessor:process in /home/jhiemstraxartec/public_html/test/system/src/Grav/Framework/RequestHandler/Traits/RequestHandlerTrait.php:45 #47 Grav\Framework\RequestHandler\RequestHandler:handle in /home/jhiemstraxartec/public_html/test/system/src/Grav/Framework/RequestHandler/Traits/RequestHandlerTrait.php:57 #46 Grav\Framework\RequestHandler\RequestHandler:handle in /home/jhiemstraxartec/public_html/test/system/src/Grav/Common/Processors/DebuggerAssetsProcessor.php:28 #45 Grav\Common\Processors\DebuggerAssetsProcessor:process in /home/jhiemstraxartec/public_html/test/system/src/Grav/Framework/RequestHandler/Traits/RequestHandlerTrait.php:45 #44 Grav\Framework\RequestHandler\RequestHandler:handle in /home/jhiemstraxartec/public_html/test/system/src/Grav/Framework/RequestHandler/Traits/RequestHandlerTrait.php:57 #43 Grav\Framework\RequestHandler\RequestHandler:handle in /home/jhiemstraxartec/public_html/test/system/src/Grav/Common/Processors/PagesProcessor.php:69 #42 Grav\Common\Processors\PagesProcessor:process in /home/jhiemstraxartec/public_html/test/system/src/Grav/Framework/RequestHandler/Traits/RequestHandlerTrait.php:45 #41 Grav\Framework\RequestHandler\RequestHandler:handle in /home/jhiemstraxartec/public_html/test/system/src/Grav/Framework/RequestHandler/Traits/RequestHandlerTrait.php:57 #40 Grav\Framework\RequestHandler\RequestHandler:handle in /home/jhiemstraxartec/public_html/test/system/src/Grav/Common/Processors/TwigProcessor.php:27 #39 Grav\Common\Processors\TwigProcessor:process in /home/jhiemstraxartec/public_html/test/system/src/Grav/Framework/RequestHandler/Traits/RequestHandlerTrait.php:45 #38 Grav\Framework\RequestHandler\RequestHandler:handle in /home/jhiemstraxartec/public_html/test/system/src/Grav/Framework/RequestHandler/Traits/RequestHandlerTrait.php:57 #37 Grav\Framework\RequestHandler\RequestHandler:handle in /home/jhiemstraxartec/public_html/test/system/src/Grav/Common/Processors/AssetsProcessor.php:28 #36 Grav\Common\Processors\AssetsProcessor:process in /home/jhiemstraxartec/public_html/test/system/src/Grav/Framework/RequestHandler/Traits/RequestHandlerTrait.php:45 #35 Grav\Framework\RequestHandler\RequestHandler:handle in /home/jhiemstraxartec/public_html/test/system/src/Grav/Framework/RequestHandler/Traits/RequestHandlerTrait.php:57 #34 Grav\Framework\RequestHandler\RequestHandler:handle in /home/jhiemstraxartec/public_html/test/system/src/Grav/Common/Processors/SchedulerProcessor.php:29 #33 Grav\Common\Processors\SchedulerProcessor:process in /home/jhiemstraxartec/public_html/test/system/src/Grav/Framework/RequestHandler/Traits/RequestHandlerTrait.php:45 #32 Grav\Framework\RequestHandler\RequestHandler:handle in /home/jhiemstraxartec/public_html/test/system/src/Grav/Framework/RequestHandler/Traits/RequestHandlerTrait.php:57 #31 Grav\Framework\RequestHandler\RequestHandler:handle in /home/jhiemstraxartec/public_html/test/system/src/Grav/Common/Processors/BackupsProcessor.php:28 #30 Grav\Common\Processors\BackupsProcessor:process in /home/jhiemstraxartec/public_html/test/system/src/Grav/Framework/RequestHandler/Traits/RequestHandlerTrait.php:45 #29 Grav\Framework\RequestHandler\RequestHandler:handle in /home/jhiemstraxartec/public_html/test/system/src/Grav/Framework/RequestHandler/Traits/RequestHandlerTrait.php:57 #28 Grav\Framework\RequestHandler\RequestHandler:handle in /home/jhiemstraxartec/public_html/test/system/src/Grav/Common/Processors/TasksProcessor.php:59 #27 Grav\Common\Processors\TasksProcessor:process in /home/jhiemstraxartec/public_html/test/system/src/Grav/Framework/RequestHandler/Traits/RequestHandlerTrait.php:45 #26 Grav\Framework\RequestHandler\RequestHandler:handle in /home/jhiemstraxartec/public_html/test/system/src/Grav/Framework/RequestHandler/Traits/RequestHandlerTrait.php:57 #25 Grav\Framework\RequestHandler\RequestHandler:handle in /home/jhiemstraxartec/public_html/test/system/src/Grav/Common/Processors/RequestProcessor.php:52 #24 Grav\Common\Processors\RequestProcessor:process in /home/jhiemstraxartec/public_html/test/system/src/Grav/Framework/RequestHandler/Traits/RequestHandlerTrait.php:45 #23 Grav\Framework\RequestHandler\RequestHandler:handle in /home/jhiemstraxartec/public_html/test/system/src/Grav/Framework/RequestHandler/Traits/RequestHandlerTrait.php:57 #22 Grav\Framework\RequestHandler\RequestHandler:handle in /home/jhiemstraxartec/public_html/test/system/src/Grav/Common/Processors/ThemesProcessor.php:27 #21 Grav\Common\Processors\ThemesProcessor:process in /home/jhiemstraxartec/public_html/test/system/src/Grav/Framework/RequestHandler/Traits/RequestHandlerTrait.php:45 #20 Grav\Framework\RequestHandler\RequestHandler:handle in /home/jhiemstraxartec/public_html/test/system/src/Grav/Framework/RequestHandler/Traits/RequestHandlerTrait.php:57 #19 Grav\Framework\RequestHandler\RequestHandler:handle in /home/jhiemstraxartec/public_html/test/system/src/Grav/Common/Processors/PluginsProcessor.php:30 #18 Grav\Common\Processors\PluginsProcessor:process in /home/jhiemstraxartec/public_html/test/system/src/Grav/Framework/RequestHandler/Traits/RequestHandlerTrait.php:45 #17 Grav\Framework\RequestHandler\RequestHandler:handle in /home/jhiemstraxartec/public_html/test/system/src/Grav/Framework/RequestHandler/Traits/RequestHandlerTrait.php:57 #16 Grav\Framework\RequestHandler\RequestHandler:handle in /home/jhiemstraxartec/public_html/test/system/src/Grav/Common/Processors/InitializeProcessor.php:78 #15 Grav\Common\Processors\InitializeProcessor:process in /home/jhiemstraxartec/public_html/test/system/src/Grav/Framework/RequestHandler/Traits/RequestHandlerTrait.php:45 #14 Grav\Framework\RequestHandler\RequestHandler:handle in /home/jhiemstraxartec/public_html/test/system/src/Grav/Framework/RequestHandler/Traits/RequestHandlerTrait.php:57 #13 Grav\Framework\RequestHandler\RequestHandler:handle in /home/jhiemstraxartec/public_html/test/system/src/Grav/Common/Processors/DebuggerProcessor.php:27 #12 Grav\Common\Processors\DebuggerProcessor:process in /home/jhiemstraxartec/public_html/test/system/src/Grav/Framework/RequestHandler/Traits/RequestHandlerTrait.php:45 #11 Grav\Framework\RequestHandler\RequestHandler:handle in /home/jhiemstraxartec/public_html/test/system/src/Grav/Framework/RequestHandler/Traits/RequestHandlerTrait.php:57 #10 Grav\Framework\RequestHandler\RequestHandler:handle in /home/jhiemstraxartec/public_html/test/system/src/Grav/Common/Processors/ErrorsProcessor.php:27 #9 Grav\Common\Processors\ErrorsProcessor:process in /home/jhiemstraxartec/public_html/test/system/src/Grav/Framework/RequestHandler/Traits/RequestHandlerTrait.php:45 #8 Grav\Framework\RequestHandler\RequestHandler:handle in /home/jhiemstraxartec/public_html/test/system/src/Grav/Framework/RequestHandler/Traits/RequestHandlerTrait.php:57 #7 Grav\Framework\RequestHandler\RequestHandler:handle in /home/jhiemstraxartec/public_html/test/system/src/Grav/Common/Processors/LoggerProcessor.php:48 #6 Grav\Common\Processors\LoggerProcessor:process in /home/jhiemstraxartec/public_html/test/system/src/Grav/Framework/RequestHandler/Traits/RequestHandlerTrait.php:45 #5 Grav\Framework\RequestHandler\RequestHandler:handle in /home/jhiemstraxartec/public_html/test/system/src/Grav/Framework/RequestHandler/Traits/RequestHandlerTrait.php:57 #4 Grav\Framework\RequestHandler\RequestHandler:handle in /home/jhiemstraxartec/public_html/test/system/src/Grav/Common/Processors/ConfigurationProcessor.php:28 #3 Grav\Common\Processors\ConfigurationProcessor:process in /home/jhiemstraxartec/public_html/test/system/src/Grav/Framework/RequestHandler/Traits/RequestHandlerTrait.php:45 #2 Grav\Framework\RequestHandler\RequestHandler:handle in /home/jhiemstraxartec/public_html/test/system/src/Grav/Framework/RequestHandler/Traits/RequestHandlerTrait.php:57 #1 Grav\Framework\RequestHandler\RequestHandler:handle in /home/jhiemstraxartec/public_html/test/system/src/Grav/Common/Grav.php:249 #0 Grav\Common\Grav:process in /home/jhiemstraxartec/public_html/test/index.php:53
Stack frames (83)
82
Twig
\
Error
\
RuntimeError
/
user
/
themes
/
minimaxing
/
templates
/
partials
/
sections
/
bios.html.twig
6
81
RuntimeException
/
system
/
src
/
Grav
/
Common
/
Twig
/
Twig.php
292
80
Twig
\
Error
\
LoaderError
/
vendor
/
twig
/
twig
/
src
/
Loader
/
ChainLoader.php
142
79
Twig
\
Loader
\
ChainLoader
getCacheKey
/
vendor
/
twig
/
twig
/
src
/
Environment.php
351
78
Twig
\
Environment
getTemplateClass
/
vendor
/
twig
/
twig
/
src
/
Environment.php
445
77
Twig
\
Environment
loadTemplate
/
vendor
/
twig
/
twig
/
src
/
Environment.php
423
76
Twig
\
Environment
load
/
vendor
/
twig
/
twig
/
src
/
Environment.php
384
75
Twig
\
Environment
render
/
system
/
src
/
Grav
/
Common
/
Twig
/
Twig.php
281
74
Grav
\
Common
\
Twig
\
Twig
processPage
/
system
/
src
/
Grav
/
Common
/
Page
/
Page.php
859
73
Grav
\
Common
\
Page
\
Page
processTwig
/
system
/
src
/
Grav
/
Common
/
Page
/
Page.php
732
72
Grav
\
Common
\
Page
\
Page
content
/
vendor
/
twig
/
twig
/
src
/
Template.php
690
71
Twig
\
Template
getAttribute
/
cache
/
twig
/
a6
/
a6e71229c07c4ac03d31c4ed1a3b887e66b4114333548c3d78e7922329d932c3.php
46
70
__TwigTemplate_19ae740d6c6dfa56d6a338bbb51557a8029350bcb3024b07d3cca702e4a69634
doDisplay
/
vendor
/
twig
/
twig
/
src
/
Template.php
443
69
Twig
\
Template
displayWithErrorHandling
/
vendor
/
twig
/
twig
/
src
/
Template.php
414
68
Twig
\
Template
display
/
cache
/
twig
/
6c
/
6c1d65ea28cc330dbce01f6ef934f905e3f32b4a038c5fa70ecf5b43ea230884.php
30
67
__TwigTemplate_a78487088a0ec74ac1aef8f1f93868851d1727715fab3c67f9d695c8bcc1596c
doDisplay
/
vendor
/
twig
/
twig
/
src
/
Template.php
443
66
Twig
\
Template
displayWithErrorHandling
/
vendor
/
twig
/
twig
/
src
/
Template.php
414
65
Twig
\
Template
display
/
cache
/
twig
/
f4
/
f448589b8fa5e8e96d271b869702bdf2c5f6c03d9e1ebdec2a1766abd9e01266.php
84
64
__TwigTemplate_1fd2da7f05a02335033099a06781b7d00f84f79ced9a93dc72d9cf5790c09ebd
block_content
/
vendor
/
twig
/
twig
/
src
/
Template.php
216
63
Twig
\
Template
displayBlock
/
cache
/
twig
/
05
/
05d859bec41ac5da994bb517e48f7a9558c5995f959256a93748d96374b382ab.php
306
62
__TwigTemplate_aed3f39d8681d6e3378d0353681a4dc14e38b6e07894141497597544251eadee
block_body
/
vendor
/
twig
/
twig
/
src
/
Template.php
216
61
Twig
\
Template
displayBlock
/
cache
/
twig
/
05
/
05d859bec41ac5da994bb517e48f7a9558c5995f959256a93748d96374b382ab.php
90
60
__TwigTemplate_aed3f39d8681d6e3378d0353681a4dc14e38b6e07894141497597544251eadee
doDisplay
/
vendor
/
twig
/
twig
/
src
/
Template.php
443
59
Twig
\
Template
displayWithErrorHandling
/
vendor
/
twig
/
twig
/
src
/
Template.php
414
58
Twig
\
Template
display
/
cache
/
twig
/
f4
/
f448589b8fa5e8e96d271b869702bdf2c5f6c03d9e1ebdec2a1766abd9e01266.php
35
57
__TwigTemplate_1fd2da7f05a02335033099a06781b7d00f84f79ced9a93dc72d9cf5790c09ebd
doDisplay
/
vendor
/
twig
/
twig
/
src
/
Template.php
443
56
Twig
\
Template
displayWithErrorHandling
/
vendor
/
twig
/
twig
/
src
/
Template.php
414
55
Twig
\
Template
display
/
vendor
/
twig
/
twig
/
src
/
Template.php
422
54
Twig
\
Template
render
/
vendor
/
twig
/
twig
/
src
/
TemplateWrapper.php
47
53
Twig
\
TemplateWrapper
render
/
vendor
/
twig
/
twig
/
src
/
Environment.php
384
52
Twig
\
Environment
render
/
system
/
src
/
Grav
/
Common
/
Twig
/
Twig.php
395
51
Grav
\
Common
\
Twig
\
Twig
processSite
/
system
/
src
/
Grav
/
Common
/
Service
/
OutputServiceProvider.php
28
50
Grav
\
Common
\
Service
\
OutputServiceProvider
Grav
\
Common
\
Service
\
{closure}
/
vendor
/
pimple
/
pimple
/
src
/
Pimple
/
Container.php
118
49
Pimple
\
Container
offsetGet
/
system
/
src
/
Grav
/
Common
/
Processors
/
RenderProcessor.php
28
48
Grav
\
Common
\
Processors
\
RenderProcessor
process
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
45
47
Grav
\
Framework
\
RequestHandler
\
RequestHandler
handle
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
57
46
Grav
\
Framework
\
RequestHandler
\
RequestHandler
handle
/
system
/
src
/
Grav
/
Common
/
Processors
/
DebuggerAssetsProcessor.php
28
45
Grav
\
Common
\
Processors
\
DebuggerAssetsProcessor
process
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
45
44
Grav
\
Framework
\
RequestHandler
\
RequestHandler
handle
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
57
43
Grav
\
Framework
\
RequestHandler
\
RequestHandler
handle
/
system
/
src
/
Grav
/
Common
/
Processors
/
PagesProcessor.php
69
42
Grav
\
Common
\
Processors
\
PagesProcessor
process
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
45
41
Grav
\
Framework
\
RequestHandler
\
RequestHandler
handle
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
57
40
Grav
\
Framework
\
RequestHandler
\
RequestHandler
handle
/
system
/
src
/
Grav
/
Common
/
Processors
/
TwigProcessor.php
27
39
Grav
\
Common
\
Processors
\
TwigProcessor
process
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
45
38
Grav
\
Framework
\
RequestHandler
\
RequestHandler
handle
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
57
37
Grav
\
Framework
\
RequestHandler
\
RequestHandler
handle
/
system
/
src
/
Grav
/
Common
/
Processors
/
AssetsProcessor.php
28
36
Grav
\
Common
\
Processors
\
AssetsProcessor
process
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
45
35
Grav
\
Framework
\
RequestHandler
\
RequestHandler
handle
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
57
34
Grav
\
Framework
\
RequestHandler
\
RequestHandler
handle
/
system
/
src
/
Grav
/
Common
/
Processors
/
SchedulerProcessor.php
29
33
Grav
\
Common
\
Processors
\
SchedulerProcessor
process
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
45
32
Grav
\
Framework
\
RequestHandler
\
RequestHandler
handle
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
57
31
Grav
\
Framework
\
RequestHandler
\
RequestHandler
handle
/
system
/
src
/
Grav
/
Common
/
Processors
/
BackupsProcessor.php
28
30
Grav
\
Common
\
Processors
\
BackupsProcessor
process
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
45
29
Grav
\
Framework
\
RequestHandler
\
RequestHandler
handle
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
57
28
Grav
\
Framework
\
RequestHandler
\
RequestHandler
handle
/
system
/
src
/
Grav
/
Common
/
Processors
/
TasksProcessor.php
59
27
Grav
\
Common
\
Processors
\
TasksProcessor
process
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
45
26
Grav
\
Framework
\
RequestHandler
\
RequestHandler
handle
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
57
25
Grav
\
Framework
\
RequestHandler
\
RequestHandler
handle
/
system
/
src
/
Grav
/
Common
/
Processors
/
RequestProcessor.php
52
24
Grav
\
Common
\
Processors
\
RequestProcessor
process
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
45
23
Grav
\
Framework
\
RequestHandler
\
RequestHandler
handle
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
57
22
Grav
\
Framework
\
RequestHandler
\
RequestHandler
handle
/
system
/
src
/
Grav
/
Common
/
Processors
/
ThemesProcessor.php
27
21
Grav
\
Common
\
Processors
\
ThemesProcessor
process
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
45
20
Grav
\
Framework
\
RequestHandler
\
RequestHandler
handle
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
57
19
Grav
\
Framework
\
RequestHandler
\
RequestHandler
handle
/
system
/
src
/
Grav
/
Common
/
Processors
/
PluginsProcessor.php
30
18
Grav
\
Common
\
Processors
\
PluginsProcessor
process
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
45
17
Grav
\
Framework
\
RequestHandler
\
RequestHandler
handle
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
57
16
Grav
\
Framework
\
RequestHandler
\
RequestHandler
handle
/
system
/
src
/
Grav
/
Common
/
Processors
/
InitializeProcessor.php
78
15
Grav
\
Common
\
Processors
\
InitializeProcessor
process
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
45
14
Grav
\
Framework
\
RequestHandler
\
RequestHandler
handle
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
57
13
Grav
\
Framework
\
RequestHandler
\
RequestHandler
handle
/
system
/
src
/
Grav
/
Common
/
Processors
/
DebuggerProcessor.php
27
12
Grav
\
Common
\
Processors
\
DebuggerProcessor
process
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
45
11
Grav
\
Framework
\
RequestHandler
\
RequestHandler
handle
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
57
10
Grav
\
Framework
\
RequestHandler
\
RequestHandler
handle
/
system
/
src
/
Grav
/
Common
/
Processors
/
ErrorsProcessor.php
27
9
Grav
\
Common
\
Processors
\
ErrorsProcessor
process
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
45
8
Grav
\
Framework
\
RequestHandler
\
RequestHandler
handle
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
57
7
Grav
\
Framework
\
RequestHandler
\
RequestHandler
handle
/
system
/
src
/
Grav
/
Common
/
Processors
/
LoggerProcessor.php
48
6
Grav
\
Common
\
Processors
\
LoggerProcessor
process
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
45
5
Grav
\
Framework
\
RequestHandler
\
RequestHandler
handle
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
57
4
Grav
\
Framework
\
RequestHandler
\
RequestHandler
handle
/
system
/
src
/
Grav
/
Common
/
Processors
/
ConfigurationProcessor.php
28
3
Grav
\
Common
\
Processors
\
ConfigurationProcessor
process
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
45
2
Grav
\
Framework
\
RequestHandler
\
RequestHandler
handle
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
57
1
Grav
\
Framework
\
RequestHandler
\
RequestHandler
handle
/
system
/
src
/
Grav
/
Common
/
Grav.php
249
0
Grav
\
Common
\
Grav
process
/
index.php
53
/
home
/
jhiemstraxartec
/
public_html
/
test
/
user
/
themes
/
minimaxing
/
templates
/
partials
/
sections
/
bios.html.twig
<section>
    {% set creators = page.find('/components/creators') %}
    {{ creators.content }}
    <ul class="small-image-list">
        {% for module in creators.collection %}
            {{ module.content }}
        {% endfor %}
    </ul>
</section>
 
Arguments
  1. "An exception has been thrown during the rendering of a template ("Template "modular/bio.txt.twig" is not defined.")."
    
/
home
/
jhiemstraxartec
/
public_html
/
test
/
system
/
src
/
Grav
/
Common
/
Twig
/
Twig.php
        $output = '';
        try {
            // Process Modular Twig
            if ($item->modularTwig()) {
                $twig_vars['content'] = $content;
                $extension = $item->templateFormat();
                $extension = $extension ? ".{$extension}.twig" : TEMPLATE_EXT;
                $template = $item->template() . $extension;
                $output = $content = $local_twig->render($template, $twig_vars);
            }
 
            // Process in-page Twig
            if ($item->shouldProcess('twig')) {
                $name = '@Page:' . $item->path();
                $this->setTemplate($name, $content);
                $output = $local_twig->render($name, $twig_vars);
            }
 
        } catch (\Twig_Error_Loader $e) {
            throw new \RuntimeException($e->getRawMessage(), 404, $e);
        }
 
        return $output;
    }
 
    /**
     * Process a Twig template directly by using a template name
     * and optional array of variables
     *
     * @param string $template template to render with
     * @param array  $vars     Optional variables
     *
     * @return string
     */
    public function processTemplate($template, $vars = [])
    {
        // override the twig header vars for local resolution
        $this->grav->fireEvent('onTwigTemplateVariables');
        $vars += $this->twig_vars;
 
Arguments
  1. "Template "modular/bio.txt.twig" is not defined."
    
Exception message: Template "modular/bio.txt.twig" is not defined.
/
home
/
jhiemstraxartec
/
public_html
/
test
/
vendor
/
twig
/
twig
/
src
/
Loader
/
ChainLoader.php
 
        return $this->hasSourceCache[$name] = false;
    }
 
    public function getCacheKey($name)
    {
        $exceptions = [];
        foreach ($this->loaders as $loader) {
            if ($loader instanceof ExistsLoaderInterface && !$loader->exists($name)) {
                continue;
            }
 
            try {
                return $loader->getCacheKey($name);
            } catch (LoaderError $e) {
                $exceptions[] = \get_class($loader).': '.$e->getMessage();
            }
        }
 
        throw new LoaderError(sprintf('Template "%s" is not defined%s.', $name, $exceptions ? ' ('.implode(', ', $exceptions).')' : ''));
    }
 
    public function isFresh($name, $time)
    {
        $exceptions = [];
        foreach ($this->loaders as $loader) {
            if ($loader instanceof ExistsLoaderInterface && !$loader->exists($name)) {
                continue;
            }
 
            try {
                return $loader->isFresh($name, $time);
            } catch (LoaderError $e) {
                $exceptions[] = \get_class($loader).': '.$e->getMessage();
            }
        }
 
        throw new LoaderError(sprintf('Template "%s" is not defined%s.', $name, $exceptions ? ' ('.implode(', ', $exceptions).')' : ''));
    }
}
Arguments
  1. "Template "modular/bio.txt.twig" is not defined."
    
Exception message: Template "modular/bio.txt.twig" is not defined.
/
home
/
jhiemstraxartec
/
public_html
/
test
/
vendor
/
twig
/
twig
/
src
/
Environment.php
    /**
     * Gets the template class associated with the given string.
     *
     * The generated template class is based on the following parameters:
     *
     *  * The cache key for the given template;
     *  * The currently enabled extensions;
     *  * Whether the Twig C extension is available or not;
     *  * PHP version;
     *  * Twig version;
     *  * Options with what environment was created.
     *
     * @param string   $name  The name for which to calculate the template class name
     * @param int|null $index The index if it is an embedded template
     *
     * @return string The template class name
     */
    public function getTemplateClass($name, $index = null)
    {
        $key = $this->getLoader()->getCacheKey($name).$this->optionsHash;
 
        return $this->templateClassPrefix.hash('sha256', $key).(null === $index ? '' : '___'.$index);
    }
 
    /**
     * Gets the template class prefix.
     *
     * @return string The template class prefix
     *
     * @deprecated since 1.22 (to be removed in 2.0)
     */
    public function getTemplateClassPrefix()
    {
        @trigger_error(sprintf('The %s method is deprecated since version 1.22 and will be removed in Twig 2.0.', __METHOD__), E_USER_DEPRECATED);
 
        return $this->templateClassPrefix;
    }
 
    /**
     * Renders a template.
Arguments
  1. "modular/bio.txt.twig"
    
/
home
/
jhiemstraxartec
/
public_html
/
test
/
vendor
/
twig
/
twig
/
src
/
Environment.php
    /**
     * Loads a template internal representation.
     *
     * This method is for internal use only and should never be called
     * directly.
     *
     * @param string $name  The template name
     * @param int    $index The index if it is an embedded template
     *
     * @return \Twig_TemplateInterface A template instance representing the given template name
     *
     * @throws LoaderError  When the template cannot be found
     * @throws RuntimeError When a previously generated cache is corrupted
     * @throws SyntaxError  When an error occurred during compilation
     *
     * @internal
     */
    public function loadTemplate($name, $index = null)
    {
        return $this->loadClass($this->getTemplateClass($name), $name, $index);
    }
 
    /**
     * @internal
     */
    public function loadClass($cls, $name, $index = null)
    {
        $mainCls = $cls;
        if (null !== $index) {
            $cls .= '___'.$index;
        }
 
        if (isset($this->loadedTemplates[$cls])) {
            return $this->loadedTemplates[$cls];
        }
 
        if (!class_exists($cls, false)) {
            if ($this->bcGetCacheFilename) {
                $key = $this->getCacheFilename($name);
            } else {
Arguments
  1. "modular/bio.txt.twig"
    
/
home
/
jhiemstraxartec
/
public_html
/
test
/
vendor
/
twig
/
twig
/
src
/
Environment.php
     *
     * @param string|TemplateWrapper|\Twig\Template $name The template name
     *
     * @throws LoaderError  When the template cannot be found
     * @throws RuntimeError When a previously generated cache is corrupted
     * @throws SyntaxError  When an error occurred during compilation
     *
     * @return TemplateWrapper
     */
    public function load($name)
    {
        if ($name instanceof TemplateWrapper) {
            return $name;
        }
 
        if ($name instanceof Template) {
            return new TemplateWrapper($this, $name);
        }
 
        return new TemplateWrapper($this, $this->loadTemplate($name));
    }
 
    /**
     * Loads a template internal representation.
     *
     * This method is for internal use only and should never be called
     * directly.
     *
     * @param string $name  The template name
     * @param int    $index The index if it is an embedded template
     *
     * @return \Twig_TemplateInterface A template instance representing the given template name
     *
     * @throws LoaderError  When the template cannot be found
     * @throws RuntimeError When a previously generated cache is corrupted
     * @throws SyntaxError  When an error occurred during compilation
     *
     * @internal
     */
    public function loadTemplate($name, $index = null)
Arguments
  1. "modular/bio.txt.twig"
    
/
home
/
jhiemstraxartec
/
public_html
/
test
/
vendor
/
twig
/
twig
/
src
/
Environment.php
        @trigger_error(sprintf('The %s method is deprecated since version 1.22 and will be removed in Twig 2.0.', __METHOD__), E_USER_DEPRECATED);
 
        return $this->templateClassPrefix;
    }
 
    /**
     * Renders a template.
     *
     * @param string|TemplateWrapper $name    The template name
     * @param array                  $context An array of parameters to pass to the template
     *
     * @return string The rendered template
     *
     * @throws LoaderError  When the template cannot be found
     * @throws SyntaxError  When an error occurred during compilation
     * @throws RuntimeError When an error occurred during rendering
     */
    public function render($name, array $context = [])
    {
        return $this->load($name)->render($context);
    }
 
    /**
     * Displays a template.
     *
     * @param string|TemplateWrapper $name    The template name
     * @param array                  $context An array of parameters to pass to the template
     *
     * @throws LoaderError  When the template cannot be found
     * @throws SyntaxError  When an error occurred during compilation
     * @throws RuntimeError When an error occurred during rendering
     */
    public function display($name, array $context = [])
    {
        $this->load($name)->display($context);
    }
 
    /**
     * Loads a template.
     *
Arguments
  1. "modular/bio.txt.twig"
    
/
home
/
jhiemstraxartec
/
public_html
/
test
/
system
/
src
/
Grav
/
Common
/
Twig
/
Twig.php
 
        // override the twig header vars for local resolution
        $this->grav->fireEvent('onTwigPageVariables', new Event(['page' => $item]));
        $twig_vars = $this->twig_vars;
 
        $twig_vars['page'] = $item;
        $twig_vars['media'] = $item->media();
        $twig_vars['header'] = $item->header();
 
        $local_twig = clone $this->twig;
 
        $output = '';
        try {
            // Process Modular Twig
            if ($item->modularTwig()) {
                $twig_vars['content'] = $content;
                $extension = $item->templateFormat();
                $extension = $extension ? ".{$extension}.twig" : TEMPLATE_EXT;
                $template = $item->template() . $extension;
                $output = $content = $local_twig->render($template, $twig_vars);
            }
 
            // Process in-page Twig
            if ($item->shouldProcess('twig')) {
                $name = '@Page:' . $item->path();
                $this->setTemplate($name, $content);
                $output = $local_twig->render($name, $twig_vars);
            }
 
        } catch (\Twig_Error_Loader $e) {
            throw new \RuntimeException($e->getRawMessage(), 404, $e);
        }
 
        return $output;
    }
 
    /**
     * Process a Twig template directly by using a template name
     * and optional array of variables
     *
Arguments
  1. "modular/bio.txt.twig"
    
  2. array:27 [
      "config" => Config {}
      "system" => array:27 [
        "absolute_urls" => false
        "timezone" => ""
        "default_locale" => null
        "param_sep" => ":"
        "wrapped_site" => false
        "reverse_proxy_setup" => false
        "force_ssl" => false
        "force_lowercase_urls" => true
        "custom_base_url" => "http://www.3dvalley.com"
        "username_regex" => "^[a-z0-9_-]{3,16}$"
        "pwd_regex" => "(?=.*\d)(?=.*[a-z])(?=.*[A-Z]).{8,}"
        "intl_enabled" => true
        "languages" => array:9 [
          "supported" => []
          "default_lang" => null
          "include_default_lang" => true
          "pages_fallback_only" => false
          "translations" => true
          "translations_fallback" => true
          "session_store_active" => false
          "http_accept_language" => false
          "override_locale" => false
        ]
        "home" => array:2 [
          "alias" => "/home"
          "hide_in_urls" => false
        ]
        "pages" => array:26 [
          "theme" => "minimaxing"
          "order" => array:2 [
            "by" => "default"
            "dir" => "asc"
          ]
          "list" => array:1 [
            "count" => 20
          ]
          "dateformat" => array:3 [
            "default" => null
            "short" => "jS M Y"
            "long" => "F jS \a\t g:ia"
          ]
          "publish_dates" => true
          "process" => array:2 [
            "markdown" => true
            "twig" => false
          ]
          "twig_first" => false
          "never_cache_twig" => false
          "events" => array:2 [
            "page" => true
            "twig" => true
          ]
          "markdown" => array:5 [
            "extra" => true
            "auto_line_breaks" => false
            "auto_url_links" => false
            "escape_markup" => false
            "special_chars" => array:2 [
              ">" => "gt"
              "<" => "lt"
            ]
          ]
          "types" => array:7 [
            0 => "txt"
            1 => "xml"
            2 => "html"
            3 => "htm"
            4 => "json"
            5 => "rss"
            6 => "atom"
          ]
          "append_url_extension" => ""
          "expires" => 604800
          "cache_control" => null
          "last_modified" => false
          "etag" => true
          "vary_accept_encoding" => false
          "redirect_default_route" => false
          "redirect_default_code" => "301"
          "redirect_trailing_slash" => true
          "ignore_files" => array:1 [
            0 => ".DS_Store"
          ]
          "ignore_folders" => array:2 [
            0 => ".git"
            1 => ".idea"
          ]
          "ignore_hidden" => true
          "hide_empty_folders" => false
          "url_taxonomy_filters" => true
          "frontmatter" => array:2 [
            "process_twig" => false
            "ignore_fields" => array:2 [
              0 => "form"
              1 => "forms"
            ]
          ]
        ]
        "cache" => array:13 [
          "enabled" => true
          "check" => array:1 [
            "method" => "file"
          ]
          "driver" => "apcu"
          "prefix" => "g"
          "purge_at" => "0 4 * * *"
          "clear_at" => "0 3 * * *"
          "clear_job_type" => "standard"
          "clear_images_by_default" => true
          "cli_compatibility" => false
          "lifetime" => 604800
          "gzip" => true
          "allow_webserver_gzip" => false
          "redis" => array:1 [
            "socket" => false
          ]
        ]
        "twig" => array:7 [
          "cache" => true
          "debug" => true
          "auto_reload" => true
          "autoescape" => false
          "undefined_functions" => true
          "undefined_filters" => true
          "umask_fix" => false
        ]
        "assets" => array:12 [
          "css_pipeline" => true
          "css_pipeline_include_externals" => true
          "css_pipeline_before_excludes" => true
          "css_minify" => true
          "css_minify_windows" => false
          "css_rewrite" => true
          "js_pipeline" => true
          "js_pipeline_include_externals" => true
          "js_pipeline_before_excludes" => true
          "js_minify" => true
          "enable_asset_timestamp" => false
          "collections" => array:1 [
            "jquery" => "system://assets/jquery/jquery-2.x.min.js"
          ]
        ]
        "errors" => array:2 [
          "display" => 1
          "log" => true
        ]
        "log" => array:2 [
          "handler" => "file"
          "syslog" => array:1 [
            "facility" => "local6"
          ]
        ]
        "debugger" => array:3 [
          "enabled" => false
          "shutdown" => array:1 [
            "close_connection" => true
          ]
          "twig" => true
        ]
        "images" => array:6 [
          "default_image_quality" => 85
          "cache_all" => false
          "cache_perms" => "0755"
          "debug" => false
          "auto_fix_orientation" => false
          "seofriendly" => false
        ]
        "media" => array:5 [
          "enable_media_timestamp" => false
          "unsupported_inline_types" => []
          "allowed_fallback_types" => []
          "auto_metadata_exif" => false
          "upload_limit" => 33554432
        ]
        "session" => array:9 [
          "enabled" => true
          "initialize" => true
          "timeout" => 1800
          "name" => "grav-site"
          "uniqueness" => "path"
          "secure" => false
          "httponly" => true
          "split" => true
          "path" => "/"
        ]
        "gpm" => array:5 [
          "releases" => "stable"
          "proxy_url" => null
          "method" => "auto"
          "verify_peer" => true
          "official_gpm_only" => true
        ]
        "accounts" => array:2 [
          "type" => "data"
          "storage" => "file"
        ]
        "strict_mode" => array:2 [
          "yaml_compat" => true
          "twig_compat" => true
        ]
      ]
      "theme" => array:2 [
        "enabled" => true
        "dropdown" => array:1 [
          "enabled" => false
        ]
      ]
      "site" => array:14 [
        "title" => "3Dvalley"
        "default_lang" => "en"
        "author" => array:2 [
          "name" => "Admin"
          "email" => "webmaster@3dvalley.com"
        ]
        "taxonomies" => array:2 [
          0 => "category"
          1 => "tag"
        ]
        "metadata" => array:1 [
          "description" => "Free 3D models and textures"
        ]
        "summary" => array:4 [
          "enabled" => true
          "format" => "short"
          "size" => 300
          "delimiter" => "==="
        ]
        "redirects" => array:12 [
          "/tutorials/3d-studio-max-hotkeys-and-mouse-essentials" => "/tutorials/threed-studio-max-hotkeys-and-mouse-essentials "
          "/tutorials/3d-studio-max-tutorial-modeling-a-plunger" => "/tutorials/modeling-a-plunger-in-3d-studio-max"
          "/tutorials/modeling-a-brake-rotor" => "/tutorials/modeling-brake-rotor-in-3d-studio-max"
          "/models" => "/3d-models"
          "/free-textures" => "/textures"
          "/textures.shtml" => "/textures"
          "/tutorials/rendering-objects-in-a-solidwire-mix" => "/tutorials/rendering-wip-images-in-3d-studio-max"
          "/tutorials/modeling-a-highly-detailed-basketball-in-3d-studio-max" => "/tutorials/modeling-a-highly-detailed-basketball-in-3ds-max/"
          "/models.shtml" => "/3d-models"
          "/c/tutorials" => "/tutorials"
          "/models/models_household.shtml" => "/3d-models/household"
          "/downloadables/3DStudioMAX-hotkeys.pdf" => "/tutorials/threed-studio-max-hotkeys-and-mouse-essentials"
        ]
        "routes" => null
        "blog" => array:1 [
          "route" => "/blog"
        ]
        "header" => array:2 [
          "title" => "I'm Jonathan Doe."
          "description" => "I'm a Manila based <span>graphic designer</span>, <span>illustrator</span> and <span>webdesigner</span> creating awesome and effective visual identities for companies of all sizes around the globe. Let's <a class="smoothscroll" href="#about">start scrolling</a> and learn more <a class="smoothscroll" href="#about">about me</a>."
        ]
        "copyright" => array:2 [
          0 => array:1 [
            "line" => "Copyright 2014 CeeVee"
          ]
          1 => array:1 [
            "line" => "Design by <a title="Styleshout" href="http://www.styleshout.com/">Styleshout</a>"
          ]
        ]
        "social" => array:7 [
          0 => array:2 [
            "url" => "#"
            "icon" => "facebook"
          ]
          1 => array:2 [
            "url" => "#"
            "icon" => "twitter"
          ]
          2 => array:2 [
            "url" => "#"
            "icon" => "google-plus"
          ]
          3 => array:2 [
            "url" => "#"
            "icon" => "linkedin"
          ]
          4 => array:2 [
            "url" => "#"
            "icon" => "instagram"
          ]
          5 => array:2 [
            "url" => "#"
            "icon" => "dribbble"
          ]
          6 => array:2 [
            "url" => "#"
            "icon" => "skype"
          ]
        ]
        "twitter" => array:7 [
          "id" => "657554810648948736"
          "domId" => "tw-widget1"
          "maxTweets" => 3
          "enableLinks" => "true"
          "showInteraction" => "false"
          "showImages" => "false"
          "showUser" => "false"
        ]
        "acxtest" => "TEST"
      ]
      "uri" => Uri {}
      "assets" => Assets {}
      "taxonomy" => Taxonomy {}
      "browser" => Browser {}
      "base_dir" => "/home/jhiemstraxartec/public_html/test"
      "home_url" => "/"
      "base_url" => ""
      "base_url_absolute" => "http://www.3dvalley.com"
      "base_url_relative" => ""
      "base_url_simple" => ""
      "theme_dir" => "/home/jhiemstraxartec/public_html/test/user/themes/minimaxing"
      "theme_url" => "/user/themes/minimaxing"
      "html_lang" => "en"
      "language_codes" => LanguageCodes {}
      "json" => "</script><script>"
      "myvar" => "</script><script>"
      "form" => null
      "form_max_filesize" => 32
      "form_json_response" => []
      "page" => Page {}
      "media" => Media {}
      "header" => {}
      "content" => "<p>.3DS &amp; .MAX</p>"
    ]
    
/
home
/
jhiemstraxartec
/
public_html
/
test
/
system
/
src
/
Grav
/
Common
/
Page
/
Page.php
        $excerpts = new Excerpts($this, $defaults);
 
        // Initialize the preferred variant of Parsedown
        if ($extra) {
            $parsedown = new ParsedownExtra($excerpts);
        } else {
            $parsedown = new Parsedown($excerpts);
        }
 
        $this->content = $parsedown->text($this->content);
    }
 
 
    /**
     * Process the Twig page content.
     */
    private function processTwig()
    {
        $twig = Grav::instance()['twig'];
        $this->content = $twig->processPage($this, $this->content);
    }
 
    /**
     * Fires the onPageContentProcessed event, and caches the page content using a unique ID for the page
     */
    public function cachePageContent()
    {
        $cache = Grav::instance()['cache'];
        $cache_id = md5('page' . $this->id());
        $cache->save($cache_id, ['content' => $this->content, 'content_meta' => $this->content_meta]);
    }
 
    /**
     * Needed by the onPageContentProcessed event to get the raw page content
     *
     * @return string   the current page content
     */
    public function getRawContent()
    {
        return $this->content;
Arguments
  1. Page {}
    
  2. "<p>.3DS &amp; .MAX</p>"
    
/
home
/
jhiemstraxartec
/
public_html
/
test
/
system
/
src
/
Grav
/
Common
/
Page
/
Page.php
                        if ($process_twig) {
                            $this->processTwig();
                        }
                        if ($process_markdown) {
                            $this->processMarkdown();
                        }
 
                        // Content Processed but not cached yet
                        Grav::instance()->fireEvent('onPageContentProcessed', new Event(['page' => $this]));
 
                    } else {
                        if ($process_markdown) {
                            $this->processMarkdown();
                        }
 
                        // Content Processed but not cached yet
                        Grav::instance()->fireEvent('onPageContentProcessed', new Event(['page' => $this]));
 
                        if ($process_twig) {
                            $this->processTwig();
                        }
                    }
 
                    if ($cache_enable) {
                        $this->cachePageContent();
                    }
                }
            }
 
            // Handle summary divider
            $delimiter = $config->get('site.summary.delimiter', '===');
            $divider_pos = mb_strpos($this->content, "<p>{$delimiter}</p>");
            if ($divider_pos !== false) {
                $this->summary_size = $divider_pos;
                $this->content = str_replace("<p>{$delimiter}</p>", '', $this->content);
            }
 
            // Fire event when Page::content() is called
            Grav::instance()->fireEvent('onPageContent', new Event(['page' => $this]));
        }
/
home
/
jhiemstraxartec
/
public_html
/
test
/
vendor
/
twig
/
twig
/
src
/
Template.php
            if ($ignoreStrictCheck || !$this->env->isStrictVariables()) {
                return;
            }
 
            throw new RuntimeError(sprintf('Neither the property "%1$s" nor one of the methods "%1$s()", "get%1$s()"/"is%1$s()" or "__call()" exist and have public access in class "%2$s".', $item, $class), -1, $this->getSourceContext());
        }
 
        if ($isDefinedTest) {
            return true;
        }
 
        if ($this->env->hasExtension('\Twig\Extension\SandboxExtension')) {
            $this->env->getExtension('\Twig\Extension\SandboxExtension')->checkMethodAllowed($object, $method);
        }
 
        // Some objects throw exceptions when they have __call, and the method we try
        // to call is not supported. If ignoreStrictCheck is true, we should return null.
        try {
            if (!$arguments) {
                $ret = $object->$method();
            } else {
                $ret = \call_user_func_array([$object, $method], $arguments);
            }
        } catch (\BadMethodCallException $e) {
            if ($call && ($ignoreStrictCheck || !$this->env->isStrictVariables())) {
                return;
            }
            throw $e;
        }
 
        // @deprecated in 1.28
        if ($object instanceof \Twig_TemplateInterface) {
            $self = $object->getTemplateName() === $this->getTemplateName();
            $message = sprintf('Calling "%s" on template "%s" from template "%s" is deprecated since version 1.28 and won\'t be supported anymore in 2.0.', $item, $object->getTemplateName(), $this->getTemplateName());
            if ('renderBlock' === $method || 'displayBlock' === $method) {
                $message .= sprintf(' Use block("%s"%s) instead).', $arguments[0], $self ? '' : ', template');
            } elseif ('hasBlock' === $method) {
                $message .= sprintf(' Use "block("%s"%s) is defined" instead).', $arguments[0], $self ? '' : ', template');
            } elseif ('render' === $method || 'display' === $method) {
                $message .= sprintf(' Use include("%s") instead).', $object->getTemplateName());
/
home
/
jhiemstraxartec
/
public_html
/
test
/
cache
/
twig
/
a6
/
a6e71229c07c4ac03d31c4ed1a3b887e66b4114333548c3d78e7922329d932c3.php
    protected function doDisplay(array $context, array $blocks = [])
    {
        // line 1
        echo "<section>
\t";
        // line 2
        $context["creators"] = $this->getAttribute(($context["page"] ?? null), "find", [0 => "/components/creators"], "method");
        // line 3
        echo "\t";
        echo $this->getAttribute(($context["creators"] ?? null), "content", []);
        echo "
\t<ul class=\"small-image-list\">
\t\t";
        // line 5
        $context['_parent'] = $context;
        $context['_seq'] = twig_ensure_traversable($this->getAttribute(($context["creators"] ?? null), "collection", []));
        foreach ($context['_seq'] as $context["_key"] => $context["module"]) {
            // line 6
            echo "\t\t\t";
            echo $this->getAttribute($context["module"], "content", []);
            echo "
\t\t";
        }
        $_parent = $context['_parent'];
        unset($context['_seq'], $context['_iterated'], $context['_key'], $context['module'], $context['_parent'], $context['loop']);
        $context = array_intersect_key($context, $_parent) + $_parent;
        // line 8
        echo "\t</ul>
</section>
";
    }
 
    public function getTemplateName()
    {
        return "partials/sections/bios.html.twig";
    }
 
    public function isTraitable()
    {
        return false;
Arguments
  1. Page {}
    
  2. "content"
    
  3. []
    
/
home
/
jhiemstraxartec
/
public_html
/
test
/
vendor
/
twig
/
twig
/
src
/
Template.php
            while (ob_get_level() > $level) {
                ob_end_clean();
            }
 
            throw $e;
        } catch (\Throwable $e) {
            while (ob_get_level() > $level) {
                ob_end_clean();
            }
 
            throw $e;
        }
 
        return ob_get_clean();
    }
 
    protected function displayWithErrorHandling(array $context, array $blocks = [])
    {
        try {
            $this->doDisplay($context, $blocks);
        } catch (Error $e) {
            if (!$e->getSourceContext()) {
                $e->setSourceContext($this->getSourceContext());
            }
 
            // this is mostly useful for \Twig\Error\LoaderError exceptions
            // see \Twig\Error\LoaderError
            if (-1 === $e->getTemplateLine()) {
                $e->guess();
            }
 
            throw $e;
        } catch (\Exception $e) {
            $e = new RuntimeError(sprintf('An exception has been thrown during the rendering of a template ("%s").', $e->getMessage()), -1, $this->getSourceContext(), $e);
            $e->guess();
 
            throw $e;
        }
    }
 
Arguments
  1. array:35 [
      "config" => Config {#1}
      "system" => array:27 [
        "absolute_urls" => false
        "timezone" => ""
        "default_locale" => null
        "param_sep" => ":"
        "wrapped_site" => false
        "reverse_proxy_setup" => false
        "force_ssl" => false
        "force_lowercase_urls" => true
        "custom_base_url" => "http://www.3dvalley.com"
        "username_regex" => "^[a-z0-9_-]{3,16}$"
        "pwd_regex" => "(?=.*\d)(?=.*[a-z])(?=.*[A-Z]).{8,}"
        "intl_enabled" => true
        "languages" => array:9 [
          "supported" => []
          "default_lang" => null
          "include_default_lang" => true
          "pages_fallback_only" => false
          "translations" => true
          "translations_fallback" => true
          "session_store_active" => false
          "http_accept_language" => false
          "override_locale" => false
        ]
        "home" => array:2 [
          "alias" => "/home"
          "hide_in_urls" => false
        ]
        "pages" => array:26 [
          "theme" => "minimaxing"
          "order" => array:2 [
            "by" => "default"
            "dir" => "asc"
          ]
          "list" => array:1 [
            "count" => 20
          ]
          "dateformat" => array:3 [
            "default" => null
            "short" => "jS M Y"
            "long" => "F jS \a\t g:ia"
          ]
          "publish_dates" => true
          "process" => array:2 [
            "markdown" => true
            "twig" => false
          ]
          "twig_first" => false
          "never_cache_twig" => false
          "events" => array:2 [
            "page" => true
            "twig" => true
          ]
          "markdown" => array:5 [
            "extra" => true
            "auto_line_breaks" => false
            "auto_url_links" => false
            "escape_markup" => false
            "special_chars" => array:2 [
              ">" => "gt"
              "<" => "lt"
            ]
          ]
          "types" => array:7 [
            0 => "txt"
            1 => "xml"
            2 => "html"
            3 => "htm"
            4 => "json"
            5 => "rss"
            6 => "atom"
          ]
          "append_url_extension" => ""
          "expires" => 604800
          "cache_control" => null
          "last_modified" => false
          "etag" => true
          "vary_accept_encoding" => false
          "redirect_default_route" => false
          "redirect_default_code" => "301"
          "redirect_trailing_slash" => true
          "ignore_files" => array:1 [
            0 => ".DS_Store"
          ]
          "ignore_folders" => array:2 [
            0 => ".git"
            1 => ".idea"
          ]
          "ignore_hidden" => true
          "hide_empty_folders" => false
          "url_taxonomy_filters" => true
          "frontmatter" => array:2 [
            "process_twig" => false
            "ignore_fields" => array:2 [
              0 => "form"
              1 => "forms"
            ]
          ]
        ]
        "cache" => array:13 [
          "enabled" => true
          "check" => array:1 [
            "method" => "file"
          ]
          "driver" => "apcu"
          "prefix" => "g"
          "purge_at" => "0 4 * * *"
          "clear_at" => "0 3 * * *"
          "clear_job_type" => "standard"
          "clear_images_by_default" => true
          "cli_compatibility" => false
          "lifetime" => 604800
          "gzip" => true
          "allow_webserver_gzip" => false
          "redis" => array:1 [
            "socket" => false
          ]
        ]
        "twig" => array:7 [
          "cache" => true
          "debug" => true
          "auto_reload" => true
          "autoescape" => false
          "undefined_functions" => true
          "undefined_filters" => true
          "umask_fix" => false
        ]
        "assets" => array:12 [
          "css_pipeline" => true
          "css_pipeline_include_externals" => true
          "css_pipeline_before_excludes" => true
          "css_minify" => true
          "css_minify_windows" => false
          "css_rewrite" => true
          "js_pipeline" => true
          "js_pipeline_include_externals" => true
          "js_pipeline_before_excludes" => true
          "js_minify" => true
          "enable_asset_timestamp" => false
          "collections" => array:1 [
            "jquery" => "system://assets/jquery/jquery-2.x.min.js"
          ]
        ]
        "errors" => array:2 [
          "display" => 1
          "log" => true
        ]
        "log" => array:2 [
          "handler" => "file"
          "syslog" => array:1 [
            "facility" => "local6"
          ]
        ]
        "debugger" => array:3 [
          "enabled" => false
          "shutdown" => array:1 [
            "close_connection" => true
          ]
          "twig" => true
        ]
        "images" => array:6 [
          "default_image_quality" => 85
          "cache_all" => false
          "cache_perms" => "0755"
          "debug" => false
          "auto_fix_orientation" => false
          "seofriendly" => false
        ]
        "media" => array:5 [
          "enable_media_timestamp" => false
          "unsupported_inline_types" => []
          "allowed_fallback_types" => []
          "auto_metadata_exif" => false
          "upload_limit" => 33554432
        ]
        "session" => array:9 [
          "enabled" => true
          "initialize" => true
          "timeout" => 1800
          "name" => "grav-site"
          "uniqueness" => "path"
          "secure" => false
          "httponly" => true
          "split" => true
          "path" => "/"
        ]
        "gpm" => array:5 [
          "releases" => "stable"
          "proxy_url" => null
          "method" => "auto"
          "verify_peer" => true
          "official_gpm_only" => true
        ]
        "accounts" => array:2 [
          "type" => "data"
          "storage" => "file"
        ]
        "strict_mode" => array:2 [
          "yaml_compat" => true
          "twig_compat" => true
        ]
      ]
      "theme" => array:2 [
        "enabled" => true
        "dropdown" => array:1 [
          "enabled" => false
        ]
      ]
      "site" => array:14 [
        "title" => "3Dvalley"
        "default_lang" => "en"
        "author" => array:2 [
          "name" => "Admin"
          "email" => "webmaster@3dvalley.com"
        ]
        "taxonomies" => array:2 [
          0 => "category"
          1 => "tag"
        ]
        "metadata" => array:1 [
          "description" => "Free 3D models and textures"
        ]
        "summary" => array:4 [
          "enabled" => true
          "format" => "short"
          "size" => 300
          "delimiter" => "==="
        ]
        "redirects" => array:12 [
          "/tutorials/3d-studio-max-hotkeys-and-mouse-essentials" => "/tutorials/threed-studio-max-hotkeys-and-mouse-essentials "
          "/tutorials/3d-studio-max-tutorial-modeling-a-plunger" => "/tutorials/modeling-a-plunger-in-3d-studio-max"
          "/tutorials/modeling-a-brake-rotor" => "/tutorials/modeling-brake-rotor-in-3d-studio-max"
          "/models" => "/3d-models"
          "/free-textures" => "/textures"
          "/textures.shtml" => "/textures"
          "/tutorials/rendering-objects-in-a-solidwire-mix" => "/tutorials/rendering-wip-images-in-3d-studio-max"
          "/tutorials/modeling-a-highly-detailed-basketball-in-3d-studio-max" => "/tutorials/modeling-a-highly-detailed-basketball-in-3ds-max/"
          "/models.shtml" => "/3d-models"
          "/c/tutorials" => "/tutorials"
          "/models/models_household.shtml" => "/3d-models/household"
          "/downloadables/3DStudioMAX-hotkeys.pdf" => "/tutorials/threed-studio-max-hotkeys-and-mouse-essentials"
        ]
        "routes" => null
        "blog" => array:1 [
          "route" => "/blog"
        ]
        "header" => array:2 [
          "title" => "I'm Jonathan Doe."
          "description" => "I'm a Manila based <span>graphic designer</span>, <span>illustrator</span> and <span>webdesigner</span> creating awesome and effective visual identities for companies of all sizes around the globe. Let's <a class="smoothscroll" href="#about">start scrolling</a> and learn more <a class="smoothscroll" href="#about">about me</a>."
        ]
        "copyright" => array:2 [
          0 => array:1 [
            "line" => "Copyright 2014 CeeVee"
          ]
          1 => array:1 [
            "line" => "Design by <a title="Styleshout" href="http://www.styleshout.com/">Styleshout</a>"
          ]
        ]
        "social" => array:7 [
          0 => array:2 [
            "url" => "#"
            "icon" => "facebook"
          ]
          1 => array:2 [
            "url" => "#"
            "icon" => "twitter"
          ]
          2 => array:2 [
            "url" => "#"
            "icon" => "google-plus"
          ]
          3 => array:2 [
            "url" => "#"
            "icon" => "linkedin"
          ]
          4 => array:2 [
            "url" => "#"
            "icon" => "instagram"
          ]
          5 => array:2 [
            "url" => "#"
            "icon" => "dribbble"
          ]
          6 => array:2 [
            "url" => "#"
            "icon" => "skype"
          ]
        ]
        "twitter" => array:7 [
          "id" => "657554810648948736"
          "domId" => "tw-widget1"
          "maxTweets" => 3
          "enableLinks" => "true"
          "showInteraction" => "false"
          "showImages" => "false"
          "showUser" => "false"
        ]
        "acxtest" => "TEST"
      ]
      "uri" => Uri {#2}
      "assets" => Assets {#3}
      "taxonomy" => Taxonomy {#4}
      "browser" => Browser {#5}
      "base_dir" => "/home/jhiemstraxartec/public_html/test"
      "home_url" => "/"
      "base_url" => ""
      "base_url_absolute" => "http://www.3dvalley.com"
      "base_url_relative" => ""
      "base_url_simple" => ""
      "theme_dir" => "/home/jhiemstraxartec/public_html/test/user/themes/minimaxing"
      "theme_url" => "/user/themes/minimaxing"
      "html_lang" => "en"
      "language_codes" => LanguageCodes {#6}
      "json" => "</script><script>"
      "myvar" => "</script><script>"
      "form" => null
      "form_max_filesize" => 32
      "form_json_response" => []
      "pages" => Page {#7}
      "page" => Page {#8}
      "header" => {#9}
      "media" => Media {#10}
      "content" => """
        <p>In this tutorial you will learn how to create a realistic glass material and turn our chess pawn into a realistic glass object. Key terms include reflection, refraction, opacity, and fall-off. This tutorial is aimed at the beginner, but since there are several ways to create glass, it might be interesting for everyone else as well.</p>\n
        \n
        <p>Although this tutorial is based on 3ds Max, the same settings apply to many other 3D products.\n
        Note: Click on the thumbnail in each step for a larger screenshot that includes the viewports and the relevant portion of the user interface.</p>\n
        <p><strong>Step 1</strong>\n
        Because this tutorial covers only how to create the glass material you need to add an object to your scene yourself. This can be anything from the simple pawn we use (download the <a href="http://3dvalley.com/3d-models/miscellaneous">chess pawn </a> here) to the sophisticated high detail models you create.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/b/3/4/b/1/b34b1f5e8a421b3bbf747be54088fcc5c97bf0af-tut2full1.jpeg"><img alt="1" src="/images/8/4/4/8/0/844805f89907b9d7072d67e407b21627d670749b-tut2full1.jpeg" /></a></p>\n
        <p><strong>Step 2</strong>\n
        Press the M key to open the Material Editor (or select Material Editor from the Rendering menu) and rename the first material to Glass.</p>\n
        <p>Drag the material to your object in the scene to assign it.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/d/2/9/e/6/d29e688b888084edba227ebfc7d80e901c8e5cf4-tut2full2.jpeg"><img alt="2" src="/images/e/a/6/e/7/ea6e77625110ec3e6f8d077acfcfee5c93e6e2fc-tut2full2.jpeg" /></a></p>\n
        <p><strong>Step 3</strong>\n
        Set the Ambient and Diffuse color of the material to black. And set the Specular Level to 275 and Glossiness to 45.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/8/1/c/6/4/81c648c46fb291c139f41b5fb202a5b4fa56bcea-tut2full3.jpeg"><img alt="3" src="/images/5/5/2/6/1/55261a85e3a8f636fbf7c639284b13cbccd743c1-tut2full3.jpeg" /></a></p>\n
        <p><strong>Step 4</strong>\n
        Click on the blank square button after Opacity and add a Falloff map. Set the Falloff Type to Fresnel (click here for an additional screen shot).</p>\n
        <p>Go up one level, back to the Glass material, by choosing Glass from the drop down menu (where it says Map #3, see the additional screen shot.)</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/7/c/f/e/2/7cfe251b71885bffb1b41dff754147aad48d14ea-tut2full4.jpeg"><img alt="4" src="/images/8/3/8/6/a/8386a09634c664b409e1ef6f89493ab7307d6e01-tut2full4.jpeg" /></a></p>\n
        <p><strong>Step 5</strong>\n
        Now that the main Glass material is select again, scroll down in the Material Editor and add a new Raytrace map in the Refraction slot. Set the Refraction level to 80.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/0/b/0/d/b/0b0dbd258d851c4fa0b936011afe0123883ec576-tut2full5.jpeg"><img alt="5" src="/images/e/2/4/7/8/e2478e8c8873c134823246973b591f0169e546b9-tut2full5.jpeg" /></a></p>\n
        <p><strong>Step 6</strong>\n
        To make the reflections and the colors smooth, instead of grainy, you will have to enable Supersampling for the Glass material (just above the Maps rollout. Enable the option Enable Sampler and choose a method from the list. In most cases the Max 2.5 Star will do just fine, but if your machine can handle it, you can try others that may give better results.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/b/e/4/9/8/be49836351c3fee0c74d93c21082e6255b2b95c0-tut2full6.jpeg"><img alt="6" src="/images/3/3/4/6/8/334682ef7779d94593a330849976251ece5e395a-tut2full6.jpeg" /></a></p>\n
        <p><strong>Step 7</strong>\n
        You can press F9 now to do a quick render, but it won’t look much like glass yet. First you will need to make some changes to your scene, the environment. Remember that glass is almost entirely transparent and can be seen only because of the reflections of light and objects in its surroundings.</p>\n
        <p>Let’s start with adding a ground plane. Assign it a wood material from the Material Library (we used the default Wood_Ashen). Make sure the plane is large as shown in the screen shot.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/6/4/c/9/d/64c9d70db6191bf9b95eb3fc200f583a6ea70381-tut2full7.jpeg"><img alt="7" src="/images/c/a/1/e/5/ca1e5f0c88d3d9d39f3ab0bca1a220cc32df8b07-tut2full7.jpeg" /></a></p>\n
        <p><strong>Step 8</strong>\n
        Next, let’s makes some changes to the environment as the glass will need something to reflect. You can add object and a sky and such yourself, but for the sake of this tutorials an environment map will do. From the Rendering menu, select Environment (or press 8). Click the big empty button below Environment Map and select Background_Mountains (or any other background) from the Mtl Library.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/2/0/f/2/b/20f2ba90d388721cd5e8fb9c498e624c12d1f350-tut2full8.jpeg"><img alt="8" src="/images/9/b/3/8/e/9b38ef33eac4441e443192157abff413313e638c-tut2full8.jpeg" /></a></p>\n
        <p><strong>Step 9</strong>\n
        If you render your scene again, you will see it will look very different and really “glass-like”. However, there are ways to make it more realistic. You could start by enabling the 2-Sided option for the Glass material. This will allow us to see the inside of the model. Click the thumb on the right for more info.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/5/0/1/2/3/501231ed7a4588a4395b8f67cfc4826a1a94889f-tut2full9.jpeg"><img alt="9" src="/images/4/a/1/4/a/4a14a9ec5a574ccf4de22c2ec632f4d74aa91180-tut2full9.jpeg" /></a></p>\n
        <p>Render again, and notice the difference, if any. The results won’t always look good, depending on the model.</p>\n
        <p><strong>Step 10</strong>\n
        Let’s try another trick I like to use to make the glass more realistic, although it will make the glass object a hollow object (which is fine for many glass objects and often even desired). Select your object and press CTRL-V (select Copy and click OK) to clone it. Apply a Push modifier to the clone and set the push value to -0.5 (try other values after rendering to check which works best for your model).</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/c/3/d/e/5/c3de59fd28a9665004721337f0c1c59a20650ce4-tut2full10.jpeg"><img alt="10" src="/images/5/d/7/f/d/5d7fd76969ff7fb390572e077e0815505ad31b72-tut2full10.jpeg" /></a></p>\n
        <p><strong>Step 11</strong>\n
        In the Material Editor make a copy of the Glass material and name it Glass Int. Make sure the option 2-Sided is enabled for the Glass Int material but disabled for the Glass material. Assign the Glass Int material to the clone and make sure the original Glass material is assigned to the outside model.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/d/8/b/0/9/d8b09f4aaaaaff9f0c3bf70c110a01bd0ec955e3-tut2full11.jpeg"><img alt="11" src="/images/b/b/5/e/c/bb5ec47105e74b757b1fe805b18c244045f4ec8b-tut2full11.jpeg" /></a></p>\n
        <p><strong>Step 12</strong>\n
        Render again (F9 or F10) and notice the difference. You should end up with something similar as shown on the right. The actual result will depend mostly on the geometry of your model and its environment. Try out different background and check out the results.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/a/4/c/0/6/a4c061e2c7da3a3fd26079150d05b2c9718a7d19-tut2full12.jpeg"><img alt="12" src="/images/0/7/1/6/4/07164da76720819510c15eb71bb7f93b70f4ca44-tut2full12.jpeg" /></a></p>
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          <p>In this tutorial you will learn how to create a realistic glass material and turn our chess pawn into a realistic glass object. Key terms include reflection, refraction, opacity, and fall-off. This tutorial is aimed at the beginner, but since there are several ways to create glass, it might be interesting for everyone else as well.</p>\n
          \n
          <p>Although this tutorial is based on 3ds Max, the same settings apply to many other 3D products.\n
          Note: Click on the thumbnail in each step for a larger screenshot that includes the viewports and the relevant portion of the user interface.</p>\n
          <p><strong>Step 1</strong>\n
          Because this tutorial covers only how to create the glass material you need to add an object to your scene yourself. This can be anything from the simple pawn we use (download the <a href="http://3dvalley.com/3d-models/miscellaneous">chess pawn </a> here) to the sophisticated high detail models you create.</p>\n
          <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/b/3/4/b/1/b34b1f5e8a421b3bbf747be54088fcc5c97bf0af-tut2full1.jpeg"><img alt="1" src="/images/8/4/4/8/0/844805f89907b9d7072d67e407b21627d670749b-tut2full1.jpeg" /></a></p>\n
          <p><strong>Step 2</strong>\n
          Press the M key to open the Material Editor (or select Material Editor from the Rendering menu) and rename the first material to Glass.</p>\n
          <p>Drag the material to your object in the scene to assign it.</p>\n
          <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/d/2/9/e/6/d29e688b888084edba227ebfc7d80e901c8e5cf4-tut2full2.jpeg"><img alt="2" src="/images/e/a/6/e/7/ea6e77625110ec3e6f8d077acfcfee5c93e6e2fc-tut2full2.jpeg" /></a></p>\n
          <p><strong>Step 3</strong>\n
          Set the Ambient and Diffuse color of the material to black. And set the Specular Level to 275 and Glossiness to 45.</p>\n
          <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/8/1/c/6/4/81c648c46fb291c139f41b5fb202a5b4fa56bcea-tut2full3.jpeg"><img alt="3" src="/images/5/5/2/6/1/55261a85e3a8f636fbf7c639284b13cbccd743c1-tut2full3.jpeg" /></a></p>\n
          <p><strong>Step 4</strong>\n
          Click on the blank square button after Opacity and add a Falloff map. Set the Falloff Type to Fresnel (click here for an additional screen shot).</p>\n
          <p>Go up one level, back to the Glass material, by choosing Glass from the drop down menu (where it says Map #3, see the additional screen shot.)</p>\n
          <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/7/c/f/e/2/7cfe251b71885bffb1b41dff754147aad48d14ea-tut2full4.jpeg"><img alt="4" src="/images/8/3/8/6/a/8386a09634c664b409e1ef6f89493ab7307d6e01-tut2full4.jpeg" /></a></p>\n
          <p><strong>Step 5</strong>\n
          Now that the main Glass material is select again, scroll down in the Material Editor and add a new Raytrace map in the Refraction slot. Set the Refraction level to 80.</p>\n
          <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/0/b/0/d/b/0b0dbd258d851c4fa0b936011afe0123883ec576-tut2full5.jpeg"><img alt="5" src="/images/e/2/4/7/8/e2478e8c8873c134823246973b591f0169e546b9-tut2full5.jpeg" /></a></p>\n
          <p><strong>Step 6</strong>\n
          To make the reflections and the colors smooth, instead of grainy, you will have to enable Supersampling for the Glass material (just above the Maps rollout. Enable the option Enable Sampler and choose a method from the list. In most cases the Max 2.5 Star will do just fine, but if your machine can handle it, you can try others that may give better results.</p>\n
          <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/b/e/4/9/8/be49836351c3fee0c74d93c21082e6255b2b95c0-tut2full6.jpeg"><img alt="6" src="/images/3/3/4/6/8/334682ef7779d94593a330849976251ece5e395a-tut2full6.jpeg" /></a></p>\n
          <p><strong>Step 7</strong>\n
          You can press F9 now to do a quick render, but it won’t look much like glass yet. First you will need to make some changes to your scene, the environment. Remember that glass is almost entirely transparent and can be seen only because of the reflections of light and objects in its surroundings.</p>\n
          <p>Let’s start with adding a ground plane. Assign it a wood material from the Material Library (we used the default Wood_Ashen). Make sure the plane is large as shown in the screen shot.</p>\n
          <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/6/4/c/9/d/64c9d70db6191bf9b95eb3fc200f583a6ea70381-tut2full7.jpeg"><img alt="7" src="/images/c/a/1/e/5/ca1e5f0c88d3d9d39f3ab0bca1a220cc32df8b07-tut2full7.jpeg" /></a></p>\n
          <p><strong>Step 8</strong>\n
          Next, let’s makes some changes to the environment as the glass will need something to reflect. You can add object and a sky and such yourself, but for the sake of this tutorials an environment map will do. From the Rendering menu, select Environment (or press 8). Click the big empty button below Environment Map and select Background_Mountains (or any other background) from the Mtl Library.</p>\n
          <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/2/0/f/2/b/20f2ba90d388721cd5e8fb9c498e624c12d1f350-tut2full8.jpeg"><img alt="8" src="/images/9/b/3/8/e/9b38ef33eac4441e443192157abff413313e638c-tut2full8.jpeg" /></a></p>\n
          <p><strong>Step 9</strong>\n
          If you render your scene again, you will see it will look very different and really “glass-like”. However, there are ways to make it more realistic. You could start by enabling the 2-Sided option for the Glass material. This will allow us to see the inside of the model. Click the thumb on the right for more info.</p>\n
          <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/5/0/1/2/3/501231ed7a4588a4395b8f67cfc4826a1a94889f-tut2full9.jpeg"><img alt="9" src="/images/4/a/1/4/a/4a14a9ec5a574ccf4de22c2ec632f4d74aa91180-tut2full9.jpeg" /></a></p>\n
          <p>Render again, and notice the difference, if any. The results won’t always look good, depending on the model.</p>\n
          <p><strong>Step 10</strong>\n
          Let’s try another trick I like to use to make the glass more realistic, although it will make the glass object a hollow object (which is fine for many glass objects and often even desired). Select your object and press CTRL-V (select Copy and click OK) to clone it. Apply a Push modifier to the clone and set the push value to -0.5 (try other values after rendering to check which works best for your model).</p>\n
          <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/c/3/d/e/5/c3de59fd28a9665004721337f0c1c59a20650ce4-tut2full10.jpeg"><img alt="10" src="/images/5/d/7/f/d/5d7fd76969ff7fb390572e077e0815505ad31b72-tut2full10.jpeg" /></a></p>\n
          <p><strong>Step 11</strong>\n
          In the Material Editor make a copy of the Glass material and name it Glass Int. Make sure the option 2-Sided is enabled for the Glass Int material but disabled for the Glass material. Assign the Glass Int material to the clone and make sure the original Glass material is assigned to the outside model.</p>\n
          <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/d/8/b/0/9/d8b09f4aaaaaff9f0c3bf70c110a01bd0ec955e3-tut2full11.jpeg"><img alt="11" src="/images/b/b/5/e/c/bb5ec47105e74b757b1fe805b18c244045f4ec8b-tut2full11.jpeg" /></a></p>\n
          <p><strong>Step 12</strong>\n
          Render again (F9 or F10) and notice the difference. You should end up with something similar as shown on the right. The actual result will depend mostly on the geometry of your model and its environment. Try out different background and check out the results.</p>\n
          <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/a/4/c/0/6/a4c061e2c7da3a3fd26079150d05b2c9718a7d19-tut2full12.jpeg"><img alt="12" src="/images/0/7/1/6/4/07164da76720819510c15eb71bb7f93b70f4ca44-tut2full12.jpeg" /></a></p>
          """
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        <p>In this tutorial you will learn how to create a realistic glass material and turn our chess pawn into a realistic glass object. Key terms include reflection, refraction, opacity, and fall-off. This tutorial is aimed at the beginner, but since there are several ways to create glass, it might be interesting for everyone else as well.</p>\n
        \n
        <p>Although this tutorial is based on 3ds Max, the same settings apply to many other 3D products.\n
        Note: Click on the thumbnail in each step for a larger screenshot that includes the viewports and the relevant portion of the user interface.</p>\n
        <p><strong>Step 1</strong>\n
        Because this tutorial covers only how to create the glass material you need to add an object to your scene yourself. This can be anything from the simple pawn we use (download the <a href="http://3dvalley.com/3d-models/miscellaneous">chess pawn </a> here) to the sophisticated high detail models you create.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/b/3/4/b/1/b34b1f5e8a421b3bbf747be54088fcc5c97bf0af-tut2full1.jpeg"><img alt="1" src="/images/8/4/4/8/0/844805f89907b9d7072d67e407b21627d670749b-tut2full1.jpeg" /></a></p>\n
        <p><strong>Step 2</strong>\n
        Press the M key to open the Material Editor (or select Material Editor from the Rendering menu) and rename the first material to Glass.</p>\n
        <p>Drag the material to your object in the scene to assign it.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/d/2/9/e/6/d29e688b888084edba227ebfc7d80e901c8e5cf4-tut2full2.jpeg"><img alt="2" src="/images/e/a/6/e/7/ea6e77625110ec3e6f8d077acfcfee5c93e6e2fc-tut2full2.jpeg" /></a></p>\n
        <p><strong>Step 3</strong>\n
        Set the Ambient and Diffuse color of the material to black. And set the Specular Level to 275 and Glossiness to 45.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/8/1/c/6/4/81c648c46fb291c139f41b5fb202a5b4fa56bcea-tut2full3.jpeg"><img alt="3" src="/images/5/5/2/6/1/55261a85e3a8f636fbf7c639284b13cbccd743c1-tut2full3.jpeg" /></a></p>\n
        <p><strong>Step 4</strong>\n
        Click on the blank square button after Opacity and add a Falloff map. Set the Falloff Type to Fresnel (click here for an additional screen shot).</p>\n
        <p>Go up one level, back to the Glass material, by choosing Glass from the drop down menu (where it says Map #3, see the additional screen shot.)</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/7/c/f/e/2/7cfe251b71885bffb1b41dff754147aad48d14ea-tut2full4.jpeg"><img alt="4" src="/images/8/3/8/6/a/8386a09634c664b409e1ef6f89493ab7307d6e01-tut2full4.jpeg" /></a></p>\n
        <p><strong>Step 5</strong>\n
        Now that the main Glass material is select again, scroll down in the Material Editor and add a new Raytrace map in the Refraction slot. Set the Refraction level to 80.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/0/b/0/d/b/0b0dbd258d851c4fa0b936011afe0123883ec576-tut2full5.jpeg"><img alt="5" src="/images/e/2/4/7/8/e2478e8c8873c134823246973b591f0169e546b9-tut2full5.jpeg" /></a></p>\n
        <p><strong>Step 6</strong>\n
        To make the reflections and the colors smooth, instead of grainy, you will have to enable Supersampling for the Glass material (just above the Maps rollout. Enable the option Enable Sampler and choose a method from the list. In most cases the Max 2.5 Star will do just fine, but if your machine can handle it, you can try others that may give better results.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/b/e/4/9/8/be49836351c3fee0c74d93c21082e6255b2b95c0-tut2full6.jpeg"><img alt="6" src="/images/3/3/4/6/8/334682ef7779d94593a330849976251ece5e395a-tut2full6.jpeg" /></a></p>\n
        <p><strong>Step 7</strong>\n
        You can press F9 now to do a quick render, but it won’t look much like glass yet. First you will need to make some changes to your scene, the environment. Remember that glass is almost entirely transparent and can be seen only because of the reflections of light and objects in its surroundings.</p>\n
        <p>Let’s start with adding a ground plane. Assign it a wood material from the Material Library (we used the default Wood_Ashen). Make sure the plane is large as shown in the screen shot.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/6/4/c/9/d/64c9d70db6191bf9b95eb3fc200f583a6ea70381-tut2full7.jpeg"><img alt="7" src="/images/c/a/1/e/5/ca1e5f0c88d3d9d39f3ab0bca1a220cc32df8b07-tut2full7.jpeg" /></a></p>\n
        <p><strong>Step 8</strong>\n
        Next, let’s makes some changes to the environment as the glass will need something to reflect. You can add object and a sky and such yourself, but for the sake of this tutorials an environment map will do. From the Rendering menu, select Environment (or press 8). Click the big empty button below Environment Map and select Background_Mountains (or any other background) from the Mtl Library.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/2/0/f/2/b/20f2ba90d388721cd5e8fb9c498e624c12d1f350-tut2full8.jpeg"><img alt="8" src="/images/9/b/3/8/e/9b38ef33eac4441e443192157abff413313e638c-tut2full8.jpeg" /></a></p>\n
        <p><strong>Step 9</strong>\n
        If you render your scene again, you will see it will look very different and really “glass-like”. However, there are ways to make it more realistic. You could start by enabling the 2-Sided option for the Glass material. This will allow us to see the inside of the model. Click the thumb on the right for more info.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/5/0/1/2/3/501231ed7a4588a4395b8f67cfc4826a1a94889f-tut2full9.jpeg"><img alt="9" src="/images/4/a/1/4/a/4a14a9ec5a574ccf4de22c2ec632f4d74aa91180-tut2full9.jpeg" /></a></p>\n
        <p>Render again, and notice the difference, if any. The results won’t always look good, depending on the model.</p>\n
        <p><strong>Step 10</strong>\n
        Let’s try another trick I like to use to make the glass more realistic, although it will make the glass object a hollow object (which is fine for many glass objects and often even desired). Select your object and press CTRL-V (select Copy and click OK) to clone it. Apply a Push modifier to the clone and set the push value to -0.5 (try other values after rendering to check which works best for your model).</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/c/3/d/e/5/c3de59fd28a9665004721337f0c1c59a20650ce4-tut2full10.jpeg"><img alt="10" src="/images/5/d/7/f/d/5d7fd76969ff7fb390572e077e0815505ad31b72-tut2full10.jpeg" /></a></p>\n
        <p><strong>Step 11</strong>\n
        In the Material Editor make a copy of the Glass material and name it Glass Int. Make sure the option 2-Sided is enabled for the Glass Int material but disabled for the Glass material. Assign the Glass Int material to the clone and make sure the original Glass material is assigned to the outside model.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/d/8/b/0/9/d8b09f4aaaaaff9f0c3bf70c110a01bd0ec955e3-tut2full11.jpeg"><img alt="11" src="/images/b/b/5/e/c/bb5ec47105e74b757b1fe805b18c244045f4ec8b-tut2full11.jpeg" /></a></p>\n
        <p><strong>Step 12</strong>\n
        Render again (F9 or F10) and notice the difference. You should end up with something similar as shown on the right. The actual result will depend mostly on the geometry of your model and its environment. Try out different background and check out the results.</p>\n
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        """
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6c
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6c1d65ea28cc330dbce01f6ef934f905e3f32b4a038c5fa70ecf5b43ea230884.php
use Twig\Source;
use Twig\Template;
 
/* partials/sidebar1.html.twig */
class __TwigTemplate_a78487088a0ec74ac1aef8f1f93868851d1727715fab3c67f9d695c8bcc1596c extends \Twig\Template
{
    public function __construct(Environment $env)
    {
        parent::__construct($env);
 
        $this->parent = false;
 
        $this->blocks = [
        ];
    }
 
    protected function doDisplay(array $context, array $blocks = [])
    {
        // line 1
        $this->loadTemplate("partials/sections/bios.html.twig", "partials/sidebar1.html.twig", 1)->display($context);
        // line 2
        $this->loadTemplate("partials/sections/sidebarbanner.html.twig", "partials/sidebar1.html.twig", 2)->display($context);
        // line 3
        $this->loadTemplate("partials/sections/randomimage.html.twig", "partials/sidebar1.html.twig", 3)->display($context);
    }
 
    public function getTemplateName()
    {
        return "partials/sidebar1.html.twig";
    }
 
    public function isTraitable()
    {
        return false;
    }
 
    public function getDebugInfo()
    {
        return array (  34 => 3,  32 => 2,  30 => 1,);
    }
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        <p>In this tutorial you will learn how to create a realistic glass material and turn our chess pawn into a realistic glass object. Key terms include reflection, refraction, opacity, and fall-off. This tutorial is aimed at the beginner, but since there are several ways to create glass, it might be interesting for everyone else as well.</p>\n
        \n
        <p>Although this tutorial is based on 3ds Max, the same settings apply to many other 3D products.\n
        Note: Click on the thumbnail in each step for a larger screenshot that includes the viewports and the relevant portion of the user interface.</p>\n
        <p><strong>Step 1</strong>\n
        Because this tutorial covers only how to create the glass material you need to add an object to your scene yourself. This can be anything from the simple pawn we use (download the <a href="http://3dvalley.com/3d-models/miscellaneous">chess pawn </a> here) to the sophisticated high detail models you create.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/b/3/4/b/1/b34b1f5e8a421b3bbf747be54088fcc5c97bf0af-tut2full1.jpeg"><img alt="1" src="/images/8/4/4/8/0/844805f89907b9d7072d67e407b21627d670749b-tut2full1.jpeg" /></a></p>\n
        <p><strong>Step 2</strong>\n
        Press the M key to open the Material Editor (or select Material Editor from the Rendering menu) and rename the first material to Glass.</p>\n
        <p>Drag the material to your object in the scene to assign it.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/d/2/9/e/6/d29e688b888084edba227ebfc7d80e901c8e5cf4-tut2full2.jpeg"><img alt="2" src="/images/e/a/6/e/7/ea6e77625110ec3e6f8d077acfcfee5c93e6e2fc-tut2full2.jpeg" /></a></p>\n
        <p><strong>Step 3</strong>\n
        Set the Ambient and Diffuse color of the material to black. And set the Specular Level to 275 and Glossiness to 45.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/8/1/c/6/4/81c648c46fb291c139f41b5fb202a5b4fa56bcea-tut2full3.jpeg"><img alt="3" src="/images/5/5/2/6/1/55261a85e3a8f636fbf7c639284b13cbccd743c1-tut2full3.jpeg" /></a></p>\n
        <p><strong>Step 4</strong>\n
        Click on the blank square button after Opacity and add a Falloff map. Set the Falloff Type to Fresnel (click here for an additional screen shot).</p>\n
        <p>Go up one level, back to the Glass material, by choosing Glass from the drop down menu (where it says Map #3, see the additional screen shot.)</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/7/c/f/e/2/7cfe251b71885bffb1b41dff754147aad48d14ea-tut2full4.jpeg"><img alt="4" src="/images/8/3/8/6/a/8386a09634c664b409e1ef6f89493ab7307d6e01-tut2full4.jpeg" /></a></p>\n
        <p><strong>Step 5</strong>\n
        Now that the main Glass material is select again, scroll down in the Material Editor and add a new Raytrace map in the Refraction slot. Set the Refraction level to 80.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/0/b/0/d/b/0b0dbd258d851c4fa0b936011afe0123883ec576-tut2full5.jpeg"><img alt="5" src="/images/e/2/4/7/8/e2478e8c8873c134823246973b591f0169e546b9-tut2full5.jpeg" /></a></p>\n
        <p><strong>Step 6</strong>\n
        To make the reflections and the colors smooth, instead of grainy, you will have to enable Supersampling for the Glass material (just above the Maps rollout. Enable the option Enable Sampler and choose a method from the list. In most cases the Max 2.5 Star will do just fine, but if your machine can handle it, you can try others that may give better results.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/b/e/4/9/8/be49836351c3fee0c74d93c21082e6255b2b95c0-tut2full6.jpeg"><img alt="6" src="/images/3/3/4/6/8/334682ef7779d94593a330849976251ece5e395a-tut2full6.jpeg" /></a></p>\n
        <p><strong>Step 7</strong>\n
        You can press F9 now to do a quick render, but it won’t look much like glass yet. First you will need to make some changes to your scene, the environment. Remember that glass is almost entirely transparent and can be seen only because of the reflections of light and objects in its surroundings.</p>\n
        <p>Let’s start with adding a ground plane. Assign it a wood material from the Material Library (we used the default Wood_Ashen). Make sure the plane is large as shown in the screen shot.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/6/4/c/9/d/64c9d70db6191bf9b95eb3fc200f583a6ea70381-tut2full7.jpeg"><img alt="7" src="/images/c/a/1/e/5/ca1e5f0c88d3d9d39f3ab0bca1a220cc32df8b07-tut2full7.jpeg" /></a></p>\n
        <p><strong>Step 8</strong>\n
        Next, let’s makes some changes to the environment as the glass will need something to reflect. You can add object and a sky and such yourself, but for the sake of this tutorials an environment map will do. From the Rendering menu, select Environment (or press 8). Click the big empty button below Environment Map and select Background_Mountains (or any other background) from the Mtl Library.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/2/0/f/2/b/20f2ba90d388721cd5e8fb9c498e624c12d1f350-tut2full8.jpeg"><img alt="8" src="/images/9/b/3/8/e/9b38ef33eac4441e443192157abff413313e638c-tut2full8.jpeg" /></a></p>\n
        <p><strong>Step 9</strong>\n
        If you render your scene again, you will see it will look very different and really “glass-like”. However, there are ways to make it more realistic. You could start by enabling the 2-Sided option for the Glass material. This will allow us to see the inside of the model. Click the thumb on the right for more info.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/5/0/1/2/3/501231ed7a4588a4395b8f67cfc4826a1a94889f-tut2full9.jpeg"><img alt="9" src="/images/4/a/1/4/a/4a14a9ec5a574ccf4de22c2ec632f4d74aa91180-tut2full9.jpeg" /></a></p>\n
        <p>Render again, and notice the difference, if any. The results won’t always look good, depending on the model.</p>\n
        <p><strong>Step 10</strong>\n
        Let’s try another trick I like to use to make the glass more realistic, although it will make the glass object a hollow object (which is fine for many glass objects and often even desired). Select your object and press CTRL-V (select Copy and click OK) to clone it. Apply a Push modifier to the clone and set the push value to -0.5 (try other values after rendering to check which works best for your model).</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/c/3/d/e/5/c3de59fd28a9665004721337f0c1c59a20650ce4-tut2full10.jpeg"><img alt="10" src="/images/5/d/7/f/d/5d7fd76969ff7fb390572e077e0815505ad31b72-tut2full10.jpeg" /></a></p>\n
        <p><strong>Step 11</strong>\n
        In the Material Editor make a copy of the Glass material and name it Glass Int. Make sure the option 2-Sided is enabled for the Glass Int material but disabled for the Glass material. Assign the Glass Int material to the clone and make sure the original Glass material is assigned to the outside model.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/d/8/b/0/9/d8b09f4aaaaaff9f0c3bf70c110a01bd0ec955e3-tut2full11.jpeg"><img alt="11" src="/images/b/b/5/e/c/bb5ec47105e74b757b1fe805b18c244045f4ec8b-tut2full11.jpeg" /></a></p>\n
        <p><strong>Step 12</strong>\n
        Render again (F9 or F10) and notice the difference. You should end up with something similar as shown on the right. The actual result will depend mostly on the geometry of your model and its environment. Try out different background and check out the results.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/a/4/c/0/6/a4c061e2c7da3a3fd26079150d05b2c9718a7d19-tut2full12.jpeg"><img alt="12" src="/images/0/7/1/6/4/07164da76720819510c15eb71bb7f93b70f4ca44-tut2full12.jpeg" /></a></p>
        """
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/
home
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jhiemstraxartec
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public_html
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vendor
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Template.php
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        <p>In this tutorial you will learn how to create a realistic glass material and turn our chess pawn into a realistic glass object. Key terms include reflection, refraction, opacity, and fall-off. This tutorial is aimed at the beginner, but since there are several ways to create glass, it might be interesting for everyone else as well.</p>\n
        \n
        <p>Although this tutorial is based on 3ds Max, the same settings apply to many other 3D products.\n
        Note: Click on the thumbnail in each step for a larger screenshot that includes the viewports and the relevant portion of the user interface.</p>\n
        <p><strong>Step 1</strong>\n
        Because this tutorial covers only how to create the glass material you need to add an object to your scene yourself. This can be anything from the simple pawn we use (download the <a href="http://3dvalley.com/3d-models/miscellaneous">chess pawn </a> here) to the sophisticated high detail models you create.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/b/3/4/b/1/b34b1f5e8a421b3bbf747be54088fcc5c97bf0af-tut2full1.jpeg"><img alt="1" src="/images/8/4/4/8/0/844805f89907b9d7072d67e407b21627d670749b-tut2full1.jpeg" /></a></p>\n
        <p><strong>Step 2</strong>\n
        Press the M key to open the Material Editor (or select Material Editor from the Rendering menu) and rename the first material to Glass.</p>\n
        <p>Drag the material to your object in the scene to assign it.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/d/2/9/e/6/d29e688b888084edba227ebfc7d80e901c8e5cf4-tut2full2.jpeg"><img alt="2" src="/images/e/a/6/e/7/ea6e77625110ec3e6f8d077acfcfee5c93e6e2fc-tut2full2.jpeg" /></a></p>\n
        <p><strong>Step 3</strong>\n
        Set the Ambient and Diffuse color of the material to black. And set the Specular Level to 275 and Glossiness to 45.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/8/1/c/6/4/81c648c46fb291c139f41b5fb202a5b4fa56bcea-tut2full3.jpeg"><img alt="3" src="/images/5/5/2/6/1/55261a85e3a8f636fbf7c639284b13cbccd743c1-tut2full3.jpeg" /></a></p>\n
        <p><strong>Step 4</strong>\n
        Click on the blank square button after Opacity and add a Falloff map. Set the Falloff Type to Fresnel (click here for an additional screen shot).</p>\n
        <p>Go up one level, back to the Glass material, by choosing Glass from the drop down menu (where it says Map #3, see the additional screen shot.)</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/7/c/f/e/2/7cfe251b71885bffb1b41dff754147aad48d14ea-tut2full4.jpeg"><img alt="4" src="/images/8/3/8/6/a/8386a09634c664b409e1ef6f89493ab7307d6e01-tut2full4.jpeg" /></a></p>\n
        <p><strong>Step 5</strong>\n
        Now that the main Glass material is select again, scroll down in the Material Editor and add a new Raytrace map in the Refraction slot. Set the Refraction level to 80.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/0/b/0/d/b/0b0dbd258d851c4fa0b936011afe0123883ec576-tut2full5.jpeg"><img alt="5" src="/images/e/2/4/7/8/e2478e8c8873c134823246973b591f0169e546b9-tut2full5.jpeg" /></a></p>\n
        <p><strong>Step 6</strong>\n
        To make the reflections and the colors smooth, instead of grainy, you will have to enable Supersampling for the Glass material (just above the Maps rollout. Enable the option Enable Sampler and choose a method from the list. In most cases the Max 2.5 Star will do just fine, but if your machine can handle it, you can try others that may give better results.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/b/e/4/9/8/be49836351c3fee0c74d93c21082e6255b2b95c0-tut2full6.jpeg"><img alt="6" src="/images/3/3/4/6/8/334682ef7779d94593a330849976251ece5e395a-tut2full6.jpeg" /></a></p>\n
        <p><strong>Step 7</strong>\n
        You can press F9 now to do a quick render, but it won’t look much like glass yet. First you will need to make some changes to your scene, the environment. Remember that glass is almost entirely transparent and can be seen only because of the reflections of light and objects in its surroundings.</p>\n
        <p>Let’s start with adding a ground plane. Assign it a wood material from the Material Library (we used the default Wood_Ashen). Make sure the plane is large as shown in the screen shot.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/6/4/c/9/d/64c9d70db6191bf9b95eb3fc200f583a6ea70381-tut2full7.jpeg"><img alt="7" src="/images/c/a/1/e/5/ca1e5f0c88d3d9d39f3ab0bca1a220cc32df8b07-tut2full7.jpeg" /></a></p>\n
        <p><strong>Step 8</strong>\n
        Next, let’s makes some changes to the environment as the glass will need something to reflect. You can add object and a sky and such yourself, but for the sake of this tutorials an environment map will do. From the Rendering menu, select Environment (or press 8). Click the big empty button below Environment Map and select Background_Mountains (or any other background) from the Mtl Library.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/2/0/f/2/b/20f2ba90d388721cd5e8fb9c498e624c12d1f350-tut2full8.jpeg"><img alt="8" src="/images/9/b/3/8/e/9b38ef33eac4441e443192157abff413313e638c-tut2full8.jpeg" /></a></p>\n
        <p><strong>Step 9</strong>\n
        If you render your scene again, you will see it will look very different and really “glass-like”. However, there are ways to make it more realistic. You could start by enabling the 2-Sided option for the Glass material. This will allow us to see the inside of the model. Click the thumb on the right for more info.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/5/0/1/2/3/501231ed7a4588a4395b8f67cfc4826a1a94889f-tut2full9.jpeg"><img alt="9" src="/images/4/a/1/4/a/4a14a9ec5a574ccf4de22c2ec632f4d74aa91180-tut2full9.jpeg" /></a></p>\n
        <p>Render again, and notice the difference, if any. The results won’t always look good, depending on the model.</p>\n
        <p><strong>Step 10</strong>\n
        Let’s try another trick I like to use to make the glass more realistic, although it will make the glass object a hollow object (which is fine for many glass objects and often even desired). Select your object and press CTRL-V (select Copy and click OK) to clone it. Apply a Push modifier to the clone and set the push value to -0.5 (try other values after rendering to check which works best for your model).</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/c/3/d/e/5/c3de59fd28a9665004721337f0c1c59a20650ce4-tut2full10.jpeg"><img alt="10" src="/images/5/d/7/f/d/5d7fd76969ff7fb390572e077e0815505ad31b72-tut2full10.jpeg" /></a></p>\n
        <p><strong>Step 11</strong>\n
        In the Material Editor make a copy of the Glass material and name it Glass Int. Make sure the option 2-Sided is enabled for the Glass Int material but disabled for the Glass material. Assign the Glass Int material to the clone and make sure the original Glass material is assigned to the outside model.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/d/8/b/0/9/d8b09f4aaaaaff9f0c3bf70c110a01bd0ec955e3-tut2full11.jpeg"><img alt="11" src="/images/b/b/5/e/c/bb5ec47105e74b757b1fe805b18c244045f4ec8b-tut2full11.jpeg" /></a></p>\n
        <p><strong>Step 12</strong>\n
        Render again (F9 or F10) and notice the difference. You should end up with something similar as shown on the right. The actual result will depend mostly on the geometry of your model and its environment. Try out different background and check out the results.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/a/4/c/0/6/a4c061e2c7da3a3fd26079150d05b2c9718a7d19-tut2full12.jpeg"><img alt="12" src="/images/0/7/1/6/4/07164da76720819510c15eb71bb7f93b70f4ca44-tut2full12.jpeg" /></a></p>
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        <p>In this tutorial you will learn how to create a realistic glass material and turn our chess pawn into a realistic glass object. Key terms include reflection, refraction, opacity, and fall-off. This tutorial is aimed at the beginner, but since there are several ways to create glass, it might be interesting for everyone else as well.</p>\n
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        <p>Although this tutorial is based on 3ds Max, the same settings apply to many other 3D products.\n
        Note: Click on the thumbnail in each step for a larger screenshot that includes the viewports and the relevant portion of the user interface.</p>\n
        <p><strong>Step 1</strong>\n
        Because this tutorial covers only how to create the glass material you need to add an object to your scene yourself. This can be anything from the simple pawn we use (download the <a href="http://3dvalley.com/3d-models/miscellaneous">chess pawn </a> here) to the sophisticated high detail models you create.</p>\n
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        <p><strong>Step 2</strong>\n
        Press the M key to open the Material Editor (or select Material Editor from the Rendering menu) and rename the first material to Glass.</p>\n
        <p>Drag the material to your object in the scene to assign it.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/d/2/9/e/6/d29e688b888084edba227ebfc7d80e901c8e5cf4-tut2full2.jpeg"><img alt="2" src="/images/e/a/6/e/7/ea6e77625110ec3e6f8d077acfcfee5c93e6e2fc-tut2full2.jpeg" /></a></p>\n
        <p><strong>Step 3</strong>\n
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        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/8/1/c/6/4/81c648c46fb291c139f41b5fb202a5b4fa56bcea-tut2full3.jpeg"><img alt="3" src="/images/5/5/2/6/1/55261a85e3a8f636fbf7c639284b13cbccd743c1-tut2full3.jpeg" /></a></p>\n
        <p><strong>Step 4</strong>\n
        Click on the blank square button after Opacity and add a Falloff map. Set the Falloff Type to Fresnel (click here for an additional screen shot).</p>\n
        <p>Go up one level, back to the Glass material, by choosing Glass from the drop down menu (where it says Map #3, see the additional screen shot.)</p>\n
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        <p><strong>Step 5</strong>\n
        Now that the main Glass material is select again, scroll down in the Material Editor and add a new Raytrace map in the Refraction slot. Set the Refraction level to 80.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/0/b/0/d/b/0b0dbd258d851c4fa0b936011afe0123883ec576-tut2full5.jpeg"><img alt="5" src="/images/e/2/4/7/8/e2478e8c8873c134823246973b591f0169e546b9-tut2full5.jpeg" /></a></p>\n
        <p><strong>Step 6</strong>\n
        To make the reflections and the colors smooth, instead of grainy, you will have to enable Supersampling for the Glass material (just above the Maps rollout. Enable the option Enable Sampler and choose a method from the list. In most cases the Max 2.5 Star will do just fine, but if your machine can handle it, you can try others that may give better results.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/b/e/4/9/8/be49836351c3fee0c74d93c21082e6255b2b95c0-tut2full6.jpeg"><img alt="6" src="/images/3/3/4/6/8/334682ef7779d94593a330849976251ece5e395a-tut2full6.jpeg" /></a></p>\n
        <p><strong>Step 7</strong>\n
        You can press F9 now to do a quick render, but it won’t look much like glass yet. First you will need to make some changes to your scene, the environment. Remember that glass is almost entirely transparent and can be seen only because of the reflections of light and objects in its surroundings.</p>\n
        <p>Let’s start with adding a ground plane. Assign it a wood material from the Material Library (we used the default Wood_Ashen). Make sure the plane is large as shown in the screen shot.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/6/4/c/9/d/64c9d70db6191bf9b95eb3fc200f583a6ea70381-tut2full7.jpeg"><img alt="7" src="/images/c/a/1/e/5/ca1e5f0c88d3d9d39f3ab0bca1a220cc32df8b07-tut2full7.jpeg" /></a></p>\n
        <p><strong>Step 8</strong>\n
        Next, let’s makes some changes to the environment as the glass will need something to reflect. You can add object and a sky and such yourself, but for the sake of this tutorials an environment map will do. From the Rendering menu, select Environment (or press 8). Click the big empty button below Environment Map and select Background_Mountains (or any other background) from the Mtl Library.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/2/0/f/2/b/20f2ba90d388721cd5e8fb9c498e624c12d1f350-tut2full8.jpeg"><img alt="8" src="/images/9/b/3/8/e/9b38ef33eac4441e443192157abff413313e638c-tut2full8.jpeg" /></a></p>\n
        <p><strong>Step 9</strong>\n
        If you render your scene again, you will see it will look very different and really “glass-like”. However, there are ways to make it more realistic. You could start by enabling the 2-Sided option for the Glass material. This will allow us to see the inside of the model. Click the thumb on the right for more info.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/5/0/1/2/3/501231ed7a4588a4395b8f67cfc4826a1a94889f-tut2full9.jpeg"><img alt="9" src="/images/4/a/1/4/a/4a14a9ec5a574ccf4de22c2ec632f4d74aa91180-tut2full9.jpeg" /></a></p>\n
        <p>Render again, and notice the difference, if any. The results won’t always look good, depending on the model.</p>\n
        <p><strong>Step 10</strong>\n
        Let’s try another trick I like to use to make the glass more realistic, although it will make the glass object a hollow object (which is fine for many glass objects and often even desired). Select your object and press CTRL-V (select Copy and click OK) to clone it. Apply a Push modifier to the clone and set the push value to -0.5 (try other values after rendering to check which works best for your model).</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/c/3/d/e/5/c3de59fd28a9665004721337f0c1c59a20650ce4-tut2full10.jpeg"><img alt="10" src="/images/5/d/7/f/d/5d7fd76969ff7fb390572e077e0815505ad31b72-tut2full10.jpeg" /></a></p>\n
        <p><strong>Step 11</strong>\n
        In the Material Editor make a copy of the Glass material and name it Glass Int. Make sure the option 2-Sided is enabled for the Glass Int material but disabled for the Glass material. Assign the Glass Int material to the clone and make sure the original Glass material is assigned to the outside model.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/d/8/b/0/9/d8b09f4aaaaaff9f0c3bf70c110a01bd0ec955e3-tut2full11.jpeg"><img alt="11" src="/images/b/b/5/e/c/bb5ec47105e74b757b1fe805b18c244045f4ec8b-tut2full11.jpeg" /></a></p>\n
        <p><strong>Step 12</strong>\n
        Render again (F9 or F10) and notice the difference. You should end up with something similar as shown on the right. The actual result will depend mostly on the geometry of your model and its environment. Try out different background and check out the results.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/a/4/c/0/6/a4c061e2c7da3a3fd26079150d05b2c9718a7d19-tut2full12.jpeg"><img alt="12" src="/images/0/7/1/6/4/07164da76720819510c15eb71bb7f93b70f4ca44-tut2full12.jpeg" /></a></p>
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        <p>In this tutorial you will learn how to create a realistic glass material and turn our chess pawn into a realistic glass object. Key terms include reflection, refraction, opacity, and fall-off. This tutorial is aimed at the beginner, but since there are several ways to create glass, it might be interesting for everyone else as well.</p>\n
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        Note: Click on the thumbnail in each step for a larger screenshot that includes the viewports and the relevant portion of the user interface.</p>\n
        <p><strong>Step 1</strong>\n
        Because this tutorial covers only how to create the glass material you need to add an object to your scene yourself. This can be anything from the simple pawn we use (download the <a href="http://3dvalley.com/3d-models/miscellaneous">chess pawn </a> here) to the sophisticated high detail models you create.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/b/3/4/b/1/b34b1f5e8a421b3bbf747be54088fcc5c97bf0af-tut2full1.jpeg"><img alt="1" src="/images/8/4/4/8/0/844805f89907b9d7072d67e407b21627d670749b-tut2full1.jpeg" /></a></p>\n
        <p><strong>Step 2</strong>\n
        Press the M key to open the Material Editor (or select Material Editor from the Rendering menu) and rename the first material to Glass.</p>\n
        <p>Drag the material to your object in the scene to assign it.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/d/2/9/e/6/d29e688b888084edba227ebfc7d80e901c8e5cf4-tut2full2.jpeg"><img alt="2" src="/images/e/a/6/e/7/ea6e77625110ec3e6f8d077acfcfee5c93e6e2fc-tut2full2.jpeg" /></a></p>\n
        <p><strong>Step 3</strong>\n
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        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/8/1/c/6/4/81c648c46fb291c139f41b5fb202a5b4fa56bcea-tut2full3.jpeg"><img alt="3" src="/images/5/5/2/6/1/55261a85e3a8f636fbf7c639284b13cbccd743c1-tut2full3.jpeg" /></a></p>\n
        <p><strong>Step 4</strong>\n
        Click on the blank square button after Opacity and add a Falloff map. Set the Falloff Type to Fresnel (click here for an additional screen shot).</p>\n
        <p>Go up one level, back to the Glass material, by choosing Glass from the drop down menu (where it says Map #3, see the additional screen shot.)</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/7/c/f/e/2/7cfe251b71885bffb1b41dff754147aad48d14ea-tut2full4.jpeg"><img alt="4" src="/images/8/3/8/6/a/8386a09634c664b409e1ef6f89493ab7307d6e01-tut2full4.jpeg" /></a></p>\n
        <p><strong>Step 5</strong>\n
        Now that the main Glass material is select again, scroll down in the Material Editor and add a new Raytrace map in the Refraction slot. Set the Refraction level to 80.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/0/b/0/d/b/0b0dbd258d851c4fa0b936011afe0123883ec576-tut2full5.jpeg"><img alt="5" src="/images/e/2/4/7/8/e2478e8c8873c134823246973b591f0169e546b9-tut2full5.jpeg" /></a></p>\n
        <p><strong>Step 6</strong>\n
        To make the reflections and the colors smooth, instead of grainy, you will have to enable Supersampling for the Glass material (just above the Maps rollout. Enable the option Enable Sampler and choose a method from the list. In most cases the Max 2.5 Star will do just fine, but if your machine can handle it, you can try others that may give better results.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/b/e/4/9/8/be49836351c3fee0c74d93c21082e6255b2b95c0-tut2full6.jpeg"><img alt="6" src="/images/3/3/4/6/8/334682ef7779d94593a330849976251ece5e395a-tut2full6.jpeg" /></a></p>\n
        <p><strong>Step 7</strong>\n
        You can press F9 now to do a quick render, but it won’t look much like glass yet. First you will need to make some changes to your scene, the environment. Remember that glass is almost entirely transparent and can be seen only because of the reflections of light and objects in its surroundings.</p>\n
        <p>Let’s start with adding a ground plane. Assign it a wood material from the Material Library (we used the default Wood_Ashen). Make sure the plane is large as shown in the screen shot.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/6/4/c/9/d/64c9d70db6191bf9b95eb3fc200f583a6ea70381-tut2full7.jpeg"><img alt="7" src="/images/c/a/1/e/5/ca1e5f0c88d3d9d39f3ab0bca1a220cc32df8b07-tut2full7.jpeg" /></a></p>\n
        <p><strong>Step 8</strong>\n
        Next, let’s makes some changes to the environment as the glass will need something to reflect. You can add object and a sky and such yourself, but for the sake of this tutorials an environment map will do. From the Rendering menu, select Environment (or press 8). Click the big empty button below Environment Map and select Background_Mountains (or any other background) from the Mtl Library.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/2/0/f/2/b/20f2ba90d388721cd5e8fb9c498e624c12d1f350-tut2full8.jpeg"><img alt="8" src="/images/9/b/3/8/e/9b38ef33eac4441e443192157abff413313e638c-tut2full8.jpeg" /></a></p>\n
        <p><strong>Step 9</strong>\n
        If you render your scene again, you will see it will look very different and really “glass-like”. However, there are ways to make it more realistic. You could start by enabling the 2-Sided option for the Glass material. This will allow us to see the inside of the model. Click the thumb on the right for more info.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/5/0/1/2/3/501231ed7a4588a4395b8f67cfc4826a1a94889f-tut2full9.jpeg"><img alt="9" src="/images/4/a/1/4/a/4a14a9ec5a574ccf4de22c2ec632f4d74aa91180-tut2full9.jpeg" /></a></p>\n
        <p>Render again, and notice the difference, if any. The results won’t always look good, depending on the model.</p>\n
        <p><strong>Step 10</strong>\n
        Let’s try another trick I like to use to make the glass more realistic, although it will make the glass object a hollow object (which is fine for many glass objects and often even desired). Select your object and press CTRL-V (select Copy and click OK) to clone it. Apply a Push modifier to the clone and set the push value to -0.5 (try other values after rendering to check which works best for your model).</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/c/3/d/e/5/c3de59fd28a9665004721337f0c1c59a20650ce4-tut2full10.jpeg"><img alt="10" src="/images/5/d/7/f/d/5d7fd76969ff7fb390572e077e0815505ad31b72-tut2full10.jpeg" /></a></p>\n
        <p><strong>Step 11</strong>\n
        In the Material Editor make a copy of the Glass material and name it Glass Int. Make sure the option 2-Sided is enabled for the Glass Int material but disabled for the Glass material. Assign the Glass Int material to the clone and make sure the original Glass material is assigned to the outside model.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/d/8/b/0/9/d8b09f4aaaaaff9f0c3bf70c110a01bd0ec955e3-tut2full11.jpeg"><img alt="11" src="/images/b/b/5/e/c/bb5ec47105e74b757b1fe805b18c244045f4ec8b-tut2full11.jpeg" /></a></p>\n
        <p><strong>Step 12</strong>\n
        Render again (F9 or F10) and notice the difference. You should end up with something similar as shown on the right. The actual result will depend mostly on the geometry of your model and its environment. Try out different background and check out the results.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/a/4/c/0/6/a4c061e2c7da3a3fd26079150d05b2c9718a7d19-tut2full12.jpeg"><img alt="12" src="/images/0/7/1/6/4/07164da76720819510c15eb71bb7f93b70f4ca44-tut2full12.jpeg" /></a></p>
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        <p>In this tutorial you will learn how to create a realistic glass material and turn our chess pawn into a realistic glass object. Key terms include reflection, refraction, opacity, and fall-off. This tutorial is aimed at the beginner, but since there are several ways to create glass, it might be interesting for everyone else as well.</p>\n
        \n
        <p>Although this tutorial is based on 3ds Max, the same settings apply to many other 3D products.\n
        Note: Click on the thumbnail in each step for a larger screenshot that includes the viewports and the relevant portion of the user interface.</p>\n
        <p><strong>Step 1</strong>\n
        Because this tutorial covers only how to create the glass material you need to add an object to your scene yourself. This can be anything from the simple pawn we use (download the <a href="http://3dvalley.com/3d-models/miscellaneous">chess pawn </a> here) to the sophisticated high detail models you create.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/b/3/4/b/1/b34b1f5e8a421b3bbf747be54088fcc5c97bf0af-tut2full1.jpeg"><img alt="1" src="/images/8/4/4/8/0/844805f89907b9d7072d67e407b21627d670749b-tut2full1.jpeg" /></a></p>\n
        <p><strong>Step 2</strong>\n
        Press the M key to open the Material Editor (or select Material Editor from the Rendering menu) and rename the first material to Glass.</p>\n
        <p>Drag the material to your object in the scene to assign it.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/d/2/9/e/6/d29e688b888084edba227ebfc7d80e901c8e5cf4-tut2full2.jpeg"><img alt="2" src="/images/e/a/6/e/7/ea6e77625110ec3e6f8d077acfcfee5c93e6e2fc-tut2full2.jpeg" /></a></p>\n
        <p><strong>Step 3</strong>\n
        Set the Ambient and Diffuse color of the material to black. And set the Specular Level to 275 and Glossiness to 45.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/8/1/c/6/4/81c648c46fb291c139f41b5fb202a5b4fa56bcea-tut2full3.jpeg"><img alt="3" src="/images/5/5/2/6/1/55261a85e3a8f636fbf7c639284b13cbccd743c1-tut2full3.jpeg" /></a></p>\n
        <p><strong>Step 4</strong>\n
        Click on the blank square button after Opacity and add a Falloff map. Set the Falloff Type to Fresnel (click here for an additional screen shot).</p>\n
        <p>Go up one level, back to the Glass material, by choosing Glass from the drop down menu (where it says Map #3, see the additional screen shot.)</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/7/c/f/e/2/7cfe251b71885bffb1b41dff754147aad48d14ea-tut2full4.jpeg"><img alt="4" src="/images/8/3/8/6/a/8386a09634c664b409e1ef6f89493ab7307d6e01-tut2full4.jpeg" /></a></p>\n
        <p><strong>Step 5</strong>\n
        Now that the main Glass material is select again, scroll down in the Material Editor and add a new Raytrace map in the Refraction slot. Set the Refraction level to 80.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/0/b/0/d/b/0b0dbd258d851c4fa0b936011afe0123883ec576-tut2full5.jpeg"><img alt="5" src="/images/e/2/4/7/8/e2478e8c8873c134823246973b591f0169e546b9-tut2full5.jpeg" /></a></p>\n
        <p><strong>Step 6</strong>\n
        To make the reflections and the colors smooth, instead of grainy, you will have to enable Supersampling for the Glass material (just above the Maps rollout. Enable the option Enable Sampler and choose a method from the list. In most cases the Max 2.5 Star will do just fine, but if your machine can handle it, you can try others that may give better results.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/b/e/4/9/8/be49836351c3fee0c74d93c21082e6255b2b95c0-tut2full6.jpeg"><img alt="6" src="/images/3/3/4/6/8/334682ef7779d94593a330849976251ece5e395a-tut2full6.jpeg" /></a></p>\n
        <p><strong>Step 7</strong>\n
        You can press F9 now to do a quick render, but it won’t look much like glass yet. First you will need to make some changes to your scene, the environment. Remember that glass is almost entirely transparent and can be seen only because of the reflections of light and objects in its surroundings.</p>\n
        <p>Let’s start with adding a ground plane. Assign it a wood material from the Material Library (we used the default Wood_Ashen). Make sure the plane is large as shown in the screen shot.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/6/4/c/9/d/64c9d70db6191bf9b95eb3fc200f583a6ea70381-tut2full7.jpeg"><img alt="7" src="/images/c/a/1/e/5/ca1e5f0c88d3d9d39f3ab0bca1a220cc32df8b07-tut2full7.jpeg" /></a></p>\n
        <p><strong>Step 8</strong>\n
        Next, let’s makes some changes to the environment as the glass will need something to reflect. You can add object and a sky and such yourself, but for the sake of this tutorials an environment map will do. From the Rendering menu, select Environment (or press 8). Click the big empty button below Environment Map and select Background_Mountains (or any other background) from the Mtl Library.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/2/0/f/2/b/20f2ba90d388721cd5e8fb9c498e624c12d1f350-tut2full8.jpeg"><img alt="8" src="/images/9/b/3/8/e/9b38ef33eac4441e443192157abff413313e638c-tut2full8.jpeg" /></a></p>\n
        <p><strong>Step 9</strong>\n
        If you render your scene again, you will see it will look very different and really “glass-like”. However, there are ways to make it more realistic. You could start by enabling the 2-Sided option for the Glass material. This will allow us to see the inside of the model. Click the thumb on the right for more info.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/5/0/1/2/3/501231ed7a4588a4395b8f67cfc4826a1a94889f-tut2full9.jpeg"><img alt="9" src="/images/4/a/1/4/a/4a14a9ec5a574ccf4de22c2ec632f4d74aa91180-tut2full9.jpeg" /></a></p>\n
        <p>Render again, and notice the difference, if any. The results won’t always look good, depending on the model.</p>\n
        <p><strong>Step 10</strong>\n
        Let’s try another trick I like to use to make the glass more realistic, although it will make the glass object a hollow object (which is fine for many glass objects and often even desired). Select your object and press CTRL-V (select Copy and click OK) to clone it. Apply a Push modifier to the clone and set the push value to -0.5 (try other values after rendering to check which works best for your model).</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/c/3/d/e/5/c3de59fd28a9665004721337f0c1c59a20650ce4-tut2full10.jpeg"><img alt="10" src="/images/5/d/7/f/d/5d7fd76969ff7fb390572e077e0815505ad31b72-tut2full10.jpeg" /></a></p>\n
        <p><strong>Step 11</strong>\n
        In the Material Editor make a copy of the Glass material and name it Glass Int. Make sure the option 2-Sided is enabled for the Glass Int material but disabled for the Glass material. Assign the Glass Int material to the clone and make sure the original Glass material is assigned to the outside model.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/d/8/b/0/9/d8b09f4aaaaaff9f0c3bf70c110a01bd0ec955e3-tut2full11.jpeg"><img alt="11" src="/images/b/b/5/e/c/bb5ec47105e74b757b1fe805b18c244045f4ec8b-tut2full11.jpeg" /></a></p>\n
        <p><strong>Step 12</strong>\n
        Render again (F9 or F10) and notice the difference. You should end up with something similar as shown on the right. The actual result will depend mostly on the geometry of your model and its environment. Try out different background and check out the results.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/a/4/c/0/6/a4c061e2c7da3a3fd26079150d05b2c9718a7d19-tut2full12.jpeg"><img alt="12" src="/images/0/7/1/6/4/07164da76720819510c15eb71bb7f93b70f4ca44-tut2full12.jpeg" /></a></p>
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        <p>In this tutorial you will learn how to create a realistic glass material and turn our chess pawn into a realistic glass object. Key terms include reflection, refraction, opacity, and fall-off. This tutorial is aimed at the beginner, but since there are several ways to create glass, it might be interesting for everyone else as well.</p>\n
        \n
        <p>Although this tutorial is based on 3ds Max, the same settings apply to many other 3D products.\n
        Note: Click on the thumbnail in each step for a larger screenshot that includes the viewports and the relevant portion of the user interface.</p>\n
        <p><strong>Step 1</strong>\n
        Because this tutorial covers only how to create the glass material you need to add an object to your scene yourself. This can be anything from the simple pawn we use (download the <a href="http://3dvalley.com/3d-models/miscellaneous">chess pawn </a> here) to the sophisticated high detail models you create.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/b/3/4/b/1/b34b1f5e8a421b3bbf747be54088fcc5c97bf0af-tut2full1.jpeg"><img alt="1" src="/images/8/4/4/8/0/844805f89907b9d7072d67e407b21627d670749b-tut2full1.jpeg" /></a></p>\n
        <p><strong>Step 2</strong>\n
        Press the M key to open the Material Editor (or select Material Editor from the Rendering menu) and rename the first material to Glass.</p>\n
        <p>Drag the material to your object in the scene to assign it.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/d/2/9/e/6/d29e688b888084edba227ebfc7d80e901c8e5cf4-tut2full2.jpeg"><img alt="2" src="/images/e/a/6/e/7/ea6e77625110ec3e6f8d077acfcfee5c93e6e2fc-tut2full2.jpeg" /></a></p>\n
        <p><strong>Step 3</strong>\n
        Set the Ambient and Diffuse color of the material to black. And set the Specular Level to 275 and Glossiness to 45.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/8/1/c/6/4/81c648c46fb291c139f41b5fb202a5b4fa56bcea-tut2full3.jpeg"><img alt="3" src="/images/5/5/2/6/1/55261a85e3a8f636fbf7c639284b13cbccd743c1-tut2full3.jpeg" /></a></p>\n
        <p><strong>Step 4</strong>\n
        Click on the blank square button after Opacity and add a Falloff map. Set the Falloff Type to Fresnel (click here for an additional screen shot).</p>\n
        <p>Go up one level, back to the Glass material, by choosing Glass from the drop down menu (where it says Map #3, see the additional screen shot.)</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/7/c/f/e/2/7cfe251b71885bffb1b41dff754147aad48d14ea-tut2full4.jpeg"><img alt="4" src="/images/8/3/8/6/a/8386a09634c664b409e1ef6f89493ab7307d6e01-tut2full4.jpeg" /></a></p>\n
        <p><strong>Step 5</strong>\n
        Now that the main Glass material is select again, scroll down in the Material Editor and add a new Raytrace map in the Refraction slot. Set the Refraction level to 80.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/0/b/0/d/b/0b0dbd258d851c4fa0b936011afe0123883ec576-tut2full5.jpeg"><img alt="5" src="/images/e/2/4/7/8/e2478e8c8873c134823246973b591f0169e546b9-tut2full5.jpeg" /></a></p>\n
        <p><strong>Step 6</strong>\n
        To make the reflections and the colors smooth, instead of grainy, you will have to enable Supersampling for the Glass material (just above the Maps rollout. Enable the option Enable Sampler and choose a method from the list. In most cases the Max 2.5 Star will do just fine, but if your machine can handle it, you can try others that may give better results.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/b/e/4/9/8/be49836351c3fee0c74d93c21082e6255b2b95c0-tut2full6.jpeg"><img alt="6" src="/images/3/3/4/6/8/334682ef7779d94593a330849976251ece5e395a-tut2full6.jpeg" /></a></p>\n
        <p><strong>Step 7</strong>\n
        You can press F9 now to do a quick render, but it won’t look much like glass yet. First you will need to make some changes to your scene, the environment. Remember that glass is almost entirely transparent and can be seen only because of the reflections of light and objects in its surroundings.</p>\n
        <p>Let’s start with adding a ground plane. Assign it a wood material from the Material Library (we used the default Wood_Ashen). Make sure the plane is large as shown in the screen shot.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/6/4/c/9/d/64c9d70db6191bf9b95eb3fc200f583a6ea70381-tut2full7.jpeg"><img alt="7" src="/images/c/a/1/e/5/ca1e5f0c88d3d9d39f3ab0bca1a220cc32df8b07-tut2full7.jpeg" /></a></p>\n
        <p><strong>Step 8</strong>\n
        Next, let’s makes some changes to the environment as the glass will need something to reflect. You can add object and a sky and such yourself, but for the sake of this tutorials an environment map will do. From the Rendering menu, select Environment (or press 8). Click the big empty button below Environment Map and select Background_Mountains (or any other background) from the Mtl Library.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/2/0/f/2/b/20f2ba90d388721cd5e8fb9c498e624c12d1f350-tut2full8.jpeg"><img alt="8" src="/images/9/b/3/8/e/9b38ef33eac4441e443192157abff413313e638c-tut2full8.jpeg" /></a></p>\n
        <p><strong>Step 9</strong>\n
        If you render your scene again, you will see it will look very different and really “glass-like”. However, there are ways to make it more realistic. You could start by enabling the 2-Sided option for the Glass material. This will allow us to see the inside of the model. Click the thumb on the right for more info.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/5/0/1/2/3/501231ed7a4588a4395b8f67cfc4826a1a94889f-tut2full9.jpeg"><img alt="9" src="/images/4/a/1/4/a/4a14a9ec5a574ccf4de22c2ec632f4d74aa91180-tut2full9.jpeg" /></a></p>\n
        <p>Render again, and notice the difference, if any. The results won’t always look good, depending on the model.</p>\n
        <p><strong>Step 10</strong>\n
        Let’s try another trick I like to use to make the glass more realistic, although it will make the glass object a hollow object (which is fine for many glass objects and often even desired). Select your object and press CTRL-V (select Copy and click OK) to clone it. Apply a Push modifier to the clone and set the push value to -0.5 (try other values after rendering to check which works best for your model).</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/c/3/d/e/5/c3de59fd28a9665004721337f0c1c59a20650ce4-tut2full10.jpeg"><img alt="10" src="/images/5/d/7/f/d/5d7fd76969ff7fb390572e077e0815505ad31b72-tut2full10.jpeg" /></a></p>\n
        <p><strong>Step 11</strong>\n
        In the Material Editor make a copy of the Glass material and name it Glass Int. Make sure the option 2-Sided is enabled for the Glass Int material but disabled for the Glass material. Assign the Glass Int material to the clone and make sure the original Glass material is assigned to the outside model.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/d/8/b/0/9/d8b09f4aaaaaff9f0c3bf70c110a01bd0ec955e3-tut2full11.jpeg"><img alt="11" src="/images/b/b/5/e/c/bb5ec47105e74b757b1fe805b18c244045f4ec8b-tut2full11.jpeg" /></a></p>\n
        <p><strong>Step 12</strong>\n
        Render again (F9 or F10) and notice the difference. You should end up with something similar as shown on the right. The actual result will depend mostly on the geometry of your model and its environment. Try out different background and check out the results.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/a/4/c/0/6/a4c061e2c7da3a3fd26079150d05b2c9718a7d19-tut2full12.jpeg"><img alt="12" src="/images/0/7/1/6/4/07164da76720819510c15eb71bb7f93b70f4ca44-tut2full12.jpeg" /></a></p>
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home
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public_html
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test
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vendor
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twig
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twig
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        <p>In this tutorial you will learn how to create a realistic glass material and turn our chess pawn into a realistic glass object. Key terms include reflection, refraction, opacity, and fall-off. This tutorial is aimed at the beginner, but since there are several ways to create glass, it might be interesting for everyone else as well.</p>\n
        \n
        <p>Although this tutorial is based on 3ds Max, the same settings apply to many other 3D products.\n
        Note: Click on the thumbnail in each step for a larger screenshot that includes the viewports and the relevant portion of the user interface.</p>\n
        <p><strong>Step 1</strong>\n
        Because this tutorial covers only how to create the glass material you need to add an object to your scene yourself. This can be anything from the simple pawn we use (download the <a href="http://3dvalley.com/3d-models/miscellaneous">chess pawn </a> here) to the sophisticated high detail models you create.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/b/3/4/b/1/b34b1f5e8a421b3bbf747be54088fcc5c97bf0af-tut2full1.jpeg"><img alt="1" src="/images/8/4/4/8/0/844805f89907b9d7072d67e407b21627d670749b-tut2full1.jpeg" /></a></p>\n
        <p><strong>Step 2</strong>\n
        Press the M key to open the Material Editor (or select Material Editor from the Rendering menu) and rename the first material to Glass.</p>\n
        <p>Drag the material to your object in the scene to assign it.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/d/2/9/e/6/d29e688b888084edba227ebfc7d80e901c8e5cf4-tut2full2.jpeg"><img alt="2" src="/images/e/a/6/e/7/ea6e77625110ec3e6f8d077acfcfee5c93e6e2fc-tut2full2.jpeg" /></a></p>\n
        <p><strong>Step 3</strong>\n
        Set the Ambient and Diffuse color of the material to black. And set the Specular Level to 275 and Glossiness to 45.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/8/1/c/6/4/81c648c46fb291c139f41b5fb202a5b4fa56bcea-tut2full3.jpeg"><img alt="3" src="/images/5/5/2/6/1/55261a85e3a8f636fbf7c639284b13cbccd743c1-tut2full3.jpeg" /></a></p>\n
        <p><strong>Step 4</strong>\n
        Click on the blank square button after Opacity and add a Falloff map. Set the Falloff Type to Fresnel (click here for an additional screen shot).</p>\n
        <p>Go up one level, back to the Glass material, by choosing Glass from the drop down menu (where it says Map #3, see the additional screen shot.)</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/7/c/f/e/2/7cfe251b71885bffb1b41dff754147aad48d14ea-tut2full4.jpeg"><img alt="4" src="/images/8/3/8/6/a/8386a09634c664b409e1ef6f89493ab7307d6e01-tut2full4.jpeg" /></a></p>\n
        <p><strong>Step 5</strong>\n
        Now that the main Glass material is select again, scroll down in the Material Editor and add a new Raytrace map in the Refraction slot. Set the Refraction level to 80.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/0/b/0/d/b/0b0dbd258d851c4fa0b936011afe0123883ec576-tut2full5.jpeg"><img alt="5" src="/images/e/2/4/7/8/e2478e8c8873c134823246973b591f0169e546b9-tut2full5.jpeg" /></a></p>\n
        <p><strong>Step 6</strong>\n
        To make the reflections and the colors smooth, instead of grainy, you will have to enable Supersampling for the Glass material (just above the Maps rollout. Enable the option Enable Sampler and choose a method from the list. In most cases the Max 2.5 Star will do just fine, but if your machine can handle it, you can try others that may give better results.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/b/e/4/9/8/be49836351c3fee0c74d93c21082e6255b2b95c0-tut2full6.jpeg"><img alt="6" src="/images/3/3/4/6/8/334682ef7779d94593a330849976251ece5e395a-tut2full6.jpeg" /></a></p>\n
        <p><strong>Step 7</strong>\n
        You can press F9 now to do a quick render, but it won’t look much like glass yet. First you will need to make some changes to your scene, the environment. Remember that glass is almost entirely transparent and can be seen only because of the reflections of light and objects in its surroundings.</p>\n
        <p>Let’s start with adding a ground plane. Assign it a wood material from the Material Library (we used the default Wood_Ashen). Make sure the plane is large as shown in the screen shot.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/6/4/c/9/d/64c9d70db6191bf9b95eb3fc200f583a6ea70381-tut2full7.jpeg"><img alt="7" src="/images/c/a/1/e/5/ca1e5f0c88d3d9d39f3ab0bca1a220cc32df8b07-tut2full7.jpeg" /></a></p>\n
        <p><strong>Step 8</strong>\n
        Next, let’s makes some changes to the environment as the glass will need something to reflect. You can add object and a sky and such yourself, but for the sake of this tutorials an environment map will do. From the Rendering menu, select Environment (or press 8). Click the big empty button below Environment Map and select Background_Mountains (or any other background) from the Mtl Library.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/2/0/f/2/b/20f2ba90d388721cd5e8fb9c498e624c12d1f350-tut2full8.jpeg"><img alt="8" src="/images/9/b/3/8/e/9b38ef33eac4441e443192157abff413313e638c-tut2full8.jpeg" /></a></p>\n
        <p><strong>Step 9</strong>\n
        If you render your scene again, you will see it will look very different and really “glass-like”. However, there are ways to make it more realistic. You could start by enabling the 2-Sided option for the Glass material. This will allow us to see the inside of the model. Click the thumb on the right for more info.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/5/0/1/2/3/501231ed7a4588a4395b8f67cfc4826a1a94889f-tut2full9.jpeg"><img alt="9" src="/images/4/a/1/4/a/4a14a9ec5a574ccf4de22c2ec632f4d74aa91180-tut2full9.jpeg" /></a></p>\n
        <p>Render again, and notice the difference, if any. The results won’t always look good, depending on the model.</p>\n
        <p><strong>Step 10</strong>\n
        Let’s try another trick I like to use to make the glass more realistic, although it will make the glass object a hollow object (which is fine for many glass objects and often even desired). Select your object and press CTRL-V (select Copy and click OK) to clone it. Apply a Push modifier to the clone and set the push value to -0.5 (try other values after rendering to check which works best for your model).</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/c/3/d/e/5/c3de59fd28a9665004721337f0c1c59a20650ce4-tut2full10.jpeg"><img alt="10" src="/images/5/d/7/f/d/5d7fd76969ff7fb390572e077e0815505ad31b72-tut2full10.jpeg" /></a></p>\n
        <p><strong>Step 11</strong>\n
        In the Material Editor make a copy of the Glass material and name it Glass Int. Make sure the option 2-Sided is enabled for the Glass Int material but disabled for the Glass material. Assign the Glass Int material to the clone and make sure the original Glass material is assigned to the outside model.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/d/8/b/0/9/d8b09f4aaaaaff9f0c3bf70c110a01bd0ec955e3-tut2full11.jpeg"><img alt="11" src="/images/b/b/5/e/c/bb5ec47105e74b757b1fe805b18c244045f4ec8b-tut2full11.jpeg" /></a></p>\n
        <p><strong>Step 12</strong>\n
        Render again (F9 or F10) and notice the difference. You should end up with something similar as shown on the right. The actual result will depend mostly on the geometry of your model and its environment. Try out different background and check out the results.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/a/4/c/0/6/a4c061e2c7da3a3fd26079150d05b2c9718a7d19-tut2full12.jpeg"><img alt="12" src="/images/0/7/1/6/4/07164da76720819510c15eb71bb7f93b70f4ca44-tut2full12.jpeg" /></a></p>
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        <p>In this tutorial you will learn how to create a realistic glass material and turn our chess pawn into a realistic glass object. Key terms include reflection, refraction, opacity, and fall-off. This tutorial is aimed at the beginner, but since there are several ways to create glass, it might be interesting for everyone else as well.</p>\n
        \n
        <p>Although this tutorial is based on 3ds Max, the same settings apply to many other 3D products.\n
        Note: Click on the thumbnail in each step for a larger screenshot that includes the viewports and the relevant portion of the user interface.</p>\n
        <p><strong>Step 1</strong>\n
        Because this tutorial covers only how to create the glass material you need to add an object to your scene yourself. This can be anything from the simple pawn we use (download the <a href="http://3dvalley.com/3d-models/miscellaneous">chess pawn </a> here) to the sophisticated high detail models you create.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/b/3/4/b/1/b34b1f5e8a421b3bbf747be54088fcc5c97bf0af-tut2full1.jpeg"><img alt="1" src="/images/8/4/4/8/0/844805f89907b9d7072d67e407b21627d670749b-tut2full1.jpeg" /></a></p>\n
        <p><strong>Step 2</strong>\n
        Press the M key to open the Material Editor (or select Material Editor from the Rendering menu) and rename the first material to Glass.</p>\n
        <p>Drag the material to your object in the scene to assign it.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/d/2/9/e/6/d29e688b888084edba227ebfc7d80e901c8e5cf4-tut2full2.jpeg"><img alt="2" src="/images/e/a/6/e/7/ea6e77625110ec3e6f8d077acfcfee5c93e6e2fc-tut2full2.jpeg" /></a></p>\n
        <p><strong>Step 3</strong>\n
        Set the Ambient and Diffuse color of the material to black. And set the Specular Level to 275 and Glossiness to 45.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/8/1/c/6/4/81c648c46fb291c139f41b5fb202a5b4fa56bcea-tut2full3.jpeg"><img alt="3" src="/images/5/5/2/6/1/55261a85e3a8f636fbf7c639284b13cbccd743c1-tut2full3.jpeg" /></a></p>\n
        <p><strong>Step 4</strong>\n
        Click on the blank square button after Opacity and add a Falloff map. Set the Falloff Type to Fresnel (click here for an additional screen shot).</p>\n
        <p>Go up one level, back to the Glass material, by choosing Glass from the drop down menu (where it says Map #3, see the additional screen shot.)</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/7/c/f/e/2/7cfe251b71885bffb1b41dff754147aad48d14ea-tut2full4.jpeg"><img alt="4" src="/images/8/3/8/6/a/8386a09634c664b409e1ef6f89493ab7307d6e01-tut2full4.jpeg" /></a></p>\n
        <p><strong>Step 5</strong>\n
        Now that the main Glass material is select again, scroll down in the Material Editor and add a new Raytrace map in the Refraction slot. Set the Refraction level to 80.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/0/b/0/d/b/0b0dbd258d851c4fa0b936011afe0123883ec576-tut2full5.jpeg"><img alt="5" src="/images/e/2/4/7/8/e2478e8c8873c134823246973b591f0169e546b9-tut2full5.jpeg" /></a></p>\n
        <p><strong>Step 6</strong>\n
        To make the reflections and the colors smooth, instead of grainy, you will have to enable Supersampling for the Glass material (just above the Maps rollout. Enable the option Enable Sampler and choose a method from the list. In most cases the Max 2.5 Star will do just fine, but if your machine can handle it, you can try others that may give better results.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/b/e/4/9/8/be49836351c3fee0c74d93c21082e6255b2b95c0-tut2full6.jpeg"><img alt="6" src="/images/3/3/4/6/8/334682ef7779d94593a330849976251ece5e395a-tut2full6.jpeg" /></a></p>\n
        <p><strong>Step 7</strong>\n
        You can press F9 now to do a quick render, but it won’t look much like glass yet. First you will need to make some changes to your scene, the environment. Remember that glass is almost entirely transparent and can be seen only because of the reflections of light and objects in its surroundings.</p>\n
        <p>Let’s start with adding a ground plane. Assign it a wood material from the Material Library (we used the default Wood_Ashen). Make sure the plane is large as shown in the screen shot.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/6/4/c/9/d/64c9d70db6191bf9b95eb3fc200f583a6ea70381-tut2full7.jpeg"><img alt="7" src="/images/c/a/1/e/5/ca1e5f0c88d3d9d39f3ab0bca1a220cc32df8b07-tut2full7.jpeg" /></a></p>\n
        <p><strong>Step 8</strong>\n
        Next, let’s makes some changes to the environment as the glass will need something to reflect. You can add object and a sky and such yourself, but for the sake of this tutorials an environment map will do. From the Rendering menu, select Environment (or press 8). Click the big empty button below Environment Map and select Background_Mountains (or any other background) from the Mtl Library.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/2/0/f/2/b/20f2ba90d388721cd5e8fb9c498e624c12d1f350-tut2full8.jpeg"><img alt="8" src="/images/9/b/3/8/e/9b38ef33eac4441e443192157abff413313e638c-tut2full8.jpeg" /></a></p>\n
        <p><strong>Step 9</strong>\n
        If you render your scene again, you will see it will look very different and really “glass-like”. However, there are ways to make it more realistic. You could start by enabling the 2-Sided option for the Glass material. This will allow us to see the inside of the model. Click the thumb on the right for more info.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/5/0/1/2/3/501231ed7a4588a4395b8f67cfc4826a1a94889f-tut2full9.jpeg"><img alt="9" src="/images/4/a/1/4/a/4a14a9ec5a574ccf4de22c2ec632f4d74aa91180-tut2full9.jpeg" /></a></p>\n
        <p>Render again, and notice the difference, if any. The results won’t always look good, depending on the model.</p>\n
        <p><strong>Step 10</strong>\n
        Let’s try another trick I like to use to make the glass more realistic, although it will make the glass object a hollow object (which is fine for many glass objects and often even desired). Select your object and press CTRL-V (select Copy and click OK) to clone it. Apply a Push modifier to the clone and set the push value to -0.5 (try other values after rendering to check which works best for your model).</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/c/3/d/e/5/c3de59fd28a9665004721337f0c1c59a20650ce4-tut2full10.jpeg"><img alt="10" src="/images/5/d/7/f/d/5d7fd76969ff7fb390572e077e0815505ad31b72-tut2full10.jpeg" /></a></p>\n
        <p><strong>Step 11</strong>\n
        In the Material Editor make a copy of the Glass material and name it Glass Int. Make sure the option 2-Sided is enabled for the Glass Int material but disabled for the Glass material. Assign the Glass Int material to the clone and make sure the original Glass material is assigned to the outside model.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/d/8/b/0/9/d8b09f4aaaaaff9f0c3bf70c110a01bd0ec955e3-tut2full11.jpeg"><img alt="11" src="/images/b/b/5/e/c/bb5ec47105e74b757b1fe805b18c244045f4ec8b-tut2full11.jpeg" /></a></p>\n
        <p><strong>Step 12</strong>\n
        Render again (F9 or F10) and notice the difference. You should end up with something similar as shown on the right. The actual result will depend mostly on the geometry of your model and its environment. Try out different background and check out the results.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/a/4/c/0/6/a4c061e2c7da3a3fd26079150d05b2c9718a7d19-tut2full12.jpeg"><img alt="12" src="/images/0/7/1/6/4/07164da76720819510c15eb71bb7f93b70f4ca44-tut2full12.jpeg" /></a></p>
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        <p>In this tutorial you will learn how to create a realistic glass material and turn our chess pawn into a realistic glass object. Key terms include reflection, refraction, opacity, and fall-off. This tutorial is aimed at the beginner, but since there are several ways to create glass, it might be interesting for everyone else as well.</p>\n
        \n
        <p>Although this tutorial is based on 3ds Max, the same settings apply to many other 3D products.\n
        Note: Click on the thumbnail in each step for a larger screenshot that includes the viewports and the relevant portion of the user interface.</p>\n
        <p><strong>Step 1</strong>\n
        Because this tutorial covers only how to create the glass material you need to add an object to your scene yourself. This can be anything from the simple pawn we use (download the <a href="http://3dvalley.com/3d-models/miscellaneous">chess pawn </a> here) to the sophisticated high detail models you create.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/b/3/4/b/1/b34b1f5e8a421b3bbf747be54088fcc5c97bf0af-tut2full1.jpeg"><img alt="1" src="/images/8/4/4/8/0/844805f89907b9d7072d67e407b21627d670749b-tut2full1.jpeg" /></a></p>\n
        <p><strong>Step 2</strong>\n
        Press the M key to open the Material Editor (or select Material Editor from the Rendering menu) and rename the first material to Glass.</p>\n
        <p>Drag the material to your object in the scene to assign it.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/d/2/9/e/6/d29e688b888084edba227ebfc7d80e901c8e5cf4-tut2full2.jpeg"><img alt="2" src="/images/e/a/6/e/7/ea6e77625110ec3e6f8d077acfcfee5c93e6e2fc-tut2full2.jpeg" /></a></p>\n
        <p><strong>Step 3</strong>\n
        Set the Ambient and Diffuse color of the material to black. And set the Specular Level to 275 and Glossiness to 45.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/8/1/c/6/4/81c648c46fb291c139f41b5fb202a5b4fa56bcea-tut2full3.jpeg"><img alt="3" src="/images/5/5/2/6/1/55261a85e3a8f636fbf7c639284b13cbccd743c1-tut2full3.jpeg" /></a></p>\n
        <p><strong>Step 4</strong>\n
        Click on the blank square button after Opacity and add a Falloff map. Set the Falloff Type to Fresnel (click here for an additional screen shot).</p>\n
        <p>Go up one level, back to the Glass material, by choosing Glass from the drop down menu (where it says Map #3, see the additional screen shot.)</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/7/c/f/e/2/7cfe251b71885bffb1b41dff754147aad48d14ea-tut2full4.jpeg"><img alt="4" src="/images/8/3/8/6/a/8386a09634c664b409e1ef6f89493ab7307d6e01-tut2full4.jpeg" /></a></p>\n
        <p><strong>Step 5</strong>\n
        Now that the main Glass material is select again, scroll down in the Material Editor and add a new Raytrace map in the Refraction slot. Set the Refraction level to 80.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/0/b/0/d/b/0b0dbd258d851c4fa0b936011afe0123883ec576-tut2full5.jpeg"><img alt="5" src="/images/e/2/4/7/8/e2478e8c8873c134823246973b591f0169e546b9-tut2full5.jpeg" /></a></p>\n
        <p><strong>Step 6</strong>\n
        To make the reflections and the colors smooth, instead of grainy, you will have to enable Supersampling for the Glass material (just above the Maps rollout. Enable the option Enable Sampler and choose a method from the list. In most cases the Max 2.5 Star will do just fine, but if your machine can handle it, you can try others that may give better results.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/b/e/4/9/8/be49836351c3fee0c74d93c21082e6255b2b95c0-tut2full6.jpeg"><img alt="6" src="/images/3/3/4/6/8/334682ef7779d94593a330849976251ece5e395a-tut2full6.jpeg" /></a></p>\n
        <p><strong>Step 7</strong>\n
        You can press F9 now to do a quick render, but it won’t look much like glass yet. First you will need to make some changes to your scene, the environment. Remember that glass is almost entirely transparent and can be seen only because of the reflections of light and objects in its surroundings.</p>\n
        <p>Let’s start with adding a ground plane. Assign it a wood material from the Material Library (we used the default Wood_Ashen). Make sure the plane is large as shown in the screen shot.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/6/4/c/9/d/64c9d70db6191bf9b95eb3fc200f583a6ea70381-tut2full7.jpeg"><img alt="7" src="/images/c/a/1/e/5/ca1e5f0c88d3d9d39f3ab0bca1a220cc32df8b07-tut2full7.jpeg" /></a></p>\n
        <p><strong>Step 8</strong>\n
        Next, let’s makes some changes to the environment as the glass will need something to reflect. You can add object and a sky and such yourself, but for the sake of this tutorials an environment map will do. From the Rendering menu, select Environment (or press 8). Click the big empty button below Environment Map and select Background_Mountains (or any other background) from the Mtl Library.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/2/0/f/2/b/20f2ba90d388721cd5e8fb9c498e624c12d1f350-tut2full8.jpeg"><img alt="8" src="/images/9/b/3/8/e/9b38ef33eac4441e443192157abff413313e638c-tut2full8.jpeg" /></a></p>\n
        <p><strong>Step 9</strong>\n
        If you render your scene again, you will see it will look very different and really “glass-like”. However, there are ways to make it more realistic. You could start by enabling the 2-Sided option for the Glass material. This will allow us to see the inside of the model. Click the thumb on the right for more info.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/5/0/1/2/3/501231ed7a4588a4395b8f67cfc4826a1a94889f-tut2full9.jpeg"><img alt="9" src="/images/4/a/1/4/a/4a14a9ec5a574ccf4de22c2ec632f4d74aa91180-tut2full9.jpeg" /></a></p>\n
        <p>Render again, and notice the difference, if any. The results won’t always look good, depending on the model.</p>\n
        <p><strong>Step 10</strong>\n
        Let’s try another trick I like to use to make the glass more realistic, although it will make the glass object a hollow object (which is fine for many glass objects and often even desired). Select your object and press CTRL-V (select Copy and click OK) to clone it. Apply a Push modifier to the clone and set the push value to -0.5 (try other values after rendering to check which works best for your model).</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/c/3/d/e/5/c3de59fd28a9665004721337f0c1c59a20650ce4-tut2full10.jpeg"><img alt="10" src="/images/5/d/7/f/d/5d7fd76969ff7fb390572e077e0815505ad31b72-tut2full10.jpeg" /></a></p>\n
        <p><strong>Step 11</strong>\n
        In the Material Editor make a copy of the Glass material and name it Glass Int. Make sure the option 2-Sided is enabled for the Glass Int material but disabled for the Glass material. Assign the Glass Int material to the clone and make sure the original Glass material is assigned to the outside model.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/d/8/b/0/9/d8b09f4aaaaaff9f0c3bf70c110a01bd0ec955e3-tut2full11.jpeg"><img alt="11" src="/images/b/b/5/e/c/bb5ec47105e74b757b1fe805b18c244045f4ec8b-tut2full11.jpeg" /></a></p>\n
        <p><strong>Step 12</strong>\n
        Render again (F9 or F10) and notice the difference. You should end up with something similar as shown on the right. The actual result will depend mostly on the geometry of your model and its environment. Try out different background and check out the results.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/a/4/c/0/6/a4c061e2c7da3a3fd26079150d05b2c9718a7d19-tut2full12.jpeg"><img alt="12" src="/images/0/7/1/6/4/07164da76720819510c15eb71bb7f93b70f4ca44-tut2full12.jpeg" /></a></p>
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        <p>In this tutorial you will learn how to create a realistic glass material and turn our chess pawn into a realistic glass object. Key terms include reflection, refraction, opacity, and fall-off. This tutorial is aimed at the beginner, but since there are several ways to create glass, it might be interesting for everyone else as well.</p>\n
        \n
        <p>Although this tutorial is based on 3ds Max, the same settings apply to many other 3D products.\n
        Note: Click on the thumbnail in each step for a larger screenshot that includes the viewports and the relevant portion of the user interface.</p>\n
        <p><strong>Step 1</strong>\n
        Because this tutorial covers only how to create the glass material you need to add an object to your scene yourself. This can be anything from the simple pawn we use (download the <a href="http://3dvalley.com/3d-models/miscellaneous">chess pawn </a> here) to the sophisticated high detail models you create.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/b/3/4/b/1/b34b1f5e8a421b3bbf747be54088fcc5c97bf0af-tut2full1.jpeg"><img alt="1" src="/images/8/4/4/8/0/844805f89907b9d7072d67e407b21627d670749b-tut2full1.jpeg" /></a></p>\n
        <p><strong>Step 2</strong>\n
        Press the M key to open the Material Editor (or select Material Editor from the Rendering menu) and rename the first material to Glass.</p>\n
        <p>Drag the material to your object in the scene to assign it.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/d/2/9/e/6/d29e688b888084edba227ebfc7d80e901c8e5cf4-tut2full2.jpeg"><img alt="2" src="/images/e/a/6/e/7/ea6e77625110ec3e6f8d077acfcfee5c93e6e2fc-tut2full2.jpeg" /></a></p>\n
        <p><strong>Step 3</strong>\n
        Set the Ambient and Diffuse color of the material to black. And set the Specular Level to 275 and Glossiness to 45.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/8/1/c/6/4/81c648c46fb291c139f41b5fb202a5b4fa56bcea-tut2full3.jpeg"><img alt="3" src="/images/5/5/2/6/1/55261a85e3a8f636fbf7c639284b13cbccd743c1-tut2full3.jpeg" /></a></p>\n
        <p><strong>Step 4</strong>\n
        Click on the blank square button after Opacity and add a Falloff map. Set the Falloff Type to Fresnel (click here for an additional screen shot).</p>\n
        <p>Go up one level, back to the Glass material, by choosing Glass from the drop down menu (where it says Map #3, see the additional screen shot.)</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/7/c/f/e/2/7cfe251b71885bffb1b41dff754147aad48d14ea-tut2full4.jpeg"><img alt="4" src="/images/8/3/8/6/a/8386a09634c664b409e1ef6f89493ab7307d6e01-tut2full4.jpeg" /></a></p>\n
        <p><strong>Step 5</strong>\n
        Now that the main Glass material is select again, scroll down in the Material Editor and add a new Raytrace map in the Refraction slot. Set the Refraction level to 80.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/0/b/0/d/b/0b0dbd258d851c4fa0b936011afe0123883ec576-tut2full5.jpeg"><img alt="5" src="/images/e/2/4/7/8/e2478e8c8873c134823246973b591f0169e546b9-tut2full5.jpeg" /></a></p>\n
        <p><strong>Step 6</strong>\n
        To make the reflections and the colors smooth, instead of grainy, you will have to enable Supersampling for the Glass material (just above the Maps rollout. Enable the option Enable Sampler and choose a method from the list. In most cases the Max 2.5 Star will do just fine, but if your machine can handle it, you can try others that may give better results.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/b/e/4/9/8/be49836351c3fee0c74d93c21082e6255b2b95c0-tut2full6.jpeg"><img alt="6" src="/images/3/3/4/6/8/334682ef7779d94593a330849976251ece5e395a-tut2full6.jpeg" /></a></p>\n
        <p><strong>Step 7</strong>\n
        You can press F9 now to do a quick render, but it won’t look much like glass yet. First you will need to make some changes to your scene, the environment. Remember that glass is almost entirely transparent and can be seen only because of the reflections of light and objects in its surroundings.</p>\n
        <p>Let’s start with adding a ground plane. Assign it a wood material from the Material Library (we used the default Wood_Ashen). Make sure the plane is large as shown in the screen shot.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/6/4/c/9/d/64c9d70db6191bf9b95eb3fc200f583a6ea70381-tut2full7.jpeg"><img alt="7" src="/images/c/a/1/e/5/ca1e5f0c88d3d9d39f3ab0bca1a220cc32df8b07-tut2full7.jpeg" /></a></p>\n
        <p><strong>Step 8</strong>\n
        Next, let’s makes some changes to the environment as the glass will need something to reflect. You can add object and a sky and such yourself, but for the sake of this tutorials an environment map will do. From the Rendering menu, select Environment (or press 8). Click the big empty button below Environment Map and select Background_Mountains (or any other background) from the Mtl Library.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/2/0/f/2/b/20f2ba90d388721cd5e8fb9c498e624c12d1f350-tut2full8.jpeg"><img alt="8" src="/images/9/b/3/8/e/9b38ef33eac4441e443192157abff413313e638c-tut2full8.jpeg" /></a></p>\n
        <p><strong>Step 9</strong>\n
        If you render your scene again, you will see it will look very different and really “glass-like”. However, there are ways to make it more realistic. You could start by enabling the 2-Sided option for the Glass material. This will allow us to see the inside of the model. Click the thumb on the right for more info.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/5/0/1/2/3/501231ed7a4588a4395b8f67cfc4826a1a94889f-tut2full9.jpeg"><img alt="9" src="/images/4/a/1/4/a/4a14a9ec5a574ccf4de22c2ec632f4d74aa91180-tut2full9.jpeg" /></a></p>\n
        <p>Render again, and notice the difference, if any. The results won’t always look good, depending on the model.</p>\n
        <p><strong>Step 10</strong>\n
        Let’s try another trick I like to use to make the glass more realistic, although it will make the glass object a hollow object (which is fine for many glass objects and often even desired). Select your object and press CTRL-V (select Copy and click OK) to clone it. Apply a Push modifier to the clone and set the push value to -0.5 (try other values after rendering to check which works best for your model).</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/c/3/d/e/5/c3de59fd28a9665004721337f0c1c59a20650ce4-tut2full10.jpeg"><img alt="10" src="/images/5/d/7/f/d/5d7fd76969ff7fb390572e077e0815505ad31b72-tut2full10.jpeg" /></a></p>\n
        <p><strong>Step 11</strong>\n
        In the Material Editor make a copy of the Glass material and name it Glass Int. Make sure the option 2-Sided is enabled for the Glass Int material but disabled for the Glass material. Assign the Glass Int material to the clone and make sure the original Glass material is assigned to the outside model.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/d/8/b/0/9/d8b09f4aaaaaff9f0c3bf70c110a01bd0ec955e3-tut2full11.jpeg"><img alt="11" src="/images/b/b/5/e/c/bb5ec47105e74b757b1fe805b18c244045f4ec8b-tut2full11.jpeg" /></a></p>\n
        <p><strong>Step 12</strong>\n
        Render again (F9 or F10) and notice the difference. You should end up with something similar as shown on the right. The actual result will depend mostly on the geometry of your model and its environment. Try out different background and check out the results.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/a/4/c/0/6/a4c061e2c7da3a3fd26079150d05b2c9718a7d19-tut2full12.jpeg"><img alt="12" src="/images/0/7/1/6/4/07164da76720819510c15eb71bb7f93b70f4ca44-tut2full12.jpeg" /></a></p>
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        <p>In this tutorial you will learn how to create a realistic glass material and turn our chess pawn into a realistic glass object. Key terms include reflection, refraction, opacity, and fall-off. This tutorial is aimed at the beginner, but since there are several ways to create glass, it might be interesting for everyone else as well.</p>\n
        \n
        <p>Although this tutorial is based on 3ds Max, the same settings apply to many other 3D products.\n
        Note: Click on the thumbnail in each step for a larger screenshot that includes the viewports and the relevant portion of the user interface.</p>\n
        <p><strong>Step 1</strong>\n
        Because this tutorial covers only how to create the glass material you need to add an object to your scene yourself. This can be anything from the simple pawn we use (download the <a href="http://3dvalley.com/3d-models/miscellaneous">chess pawn </a> here) to the sophisticated high detail models you create.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/b/3/4/b/1/b34b1f5e8a421b3bbf747be54088fcc5c97bf0af-tut2full1.jpeg"><img alt="1" src="/images/8/4/4/8/0/844805f89907b9d7072d67e407b21627d670749b-tut2full1.jpeg" /></a></p>\n
        <p><strong>Step 2</strong>\n
        Press the M key to open the Material Editor (or select Material Editor from the Rendering menu) and rename the first material to Glass.</p>\n
        <p>Drag the material to your object in the scene to assign it.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/d/2/9/e/6/d29e688b888084edba227ebfc7d80e901c8e5cf4-tut2full2.jpeg"><img alt="2" src="/images/e/a/6/e/7/ea6e77625110ec3e6f8d077acfcfee5c93e6e2fc-tut2full2.jpeg" /></a></p>\n
        <p><strong>Step 3</strong>\n
        Set the Ambient and Diffuse color of the material to black. And set the Specular Level to 275 and Glossiness to 45.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/8/1/c/6/4/81c648c46fb291c139f41b5fb202a5b4fa56bcea-tut2full3.jpeg"><img alt="3" src="/images/5/5/2/6/1/55261a85e3a8f636fbf7c639284b13cbccd743c1-tut2full3.jpeg" /></a></p>\n
        <p><strong>Step 4</strong>\n
        Click on the blank square button after Opacity and add a Falloff map. Set the Falloff Type to Fresnel (click here for an additional screen shot).</p>\n
        <p>Go up one level, back to the Glass material, by choosing Glass from the drop down menu (where it says Map #3, see the additional screen shot.)</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/7/c/f/e/2/7cfe251b71885bffb1b41dff754147aad48d14ea-tut2full4.jpeg"><img alt="4" src="/images/8/3/8/6/a/8386a09634c664b409e1ef6f89493ab7307d6e01-tut2full4.jpeg" /></a></p>\n
        <p><strong>Step 5</strong>\n
        Now that the main Glass material is select again, scroll down in the Material Editor and add a new Raytrace map in the Refraction slot. Set the Refraction level to 80.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/0/b/0/d/b/0b0dbd258d851c4fa0b936011afe0123883ec576-tut2full5.jpeg"><img alt="5" src="/images/e/2/4/7/8/e2478e8c8873c134823246973b591f0169e546b9-tut2full5.jpeg" /></a></p>\n
        <p><strong>Step 6</strong>\n
        To make the reflections and the colors smooth, instead of grainy, you will have to enable Supersampling for the Glass material (just above the Maps rollout. Enable the option Enable Sampler and choose a method from the list. In most cases the Max 2.5 Star will do just fine, but if your machine can handle it, you can try others that may give better results.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/b/e/4/9/8/be49836351c3fee0c74d93c21082e6255b2b95c0-tut2full6.jpeg"><img alt="6" src="/images/3/3/4/6/8/334682ef7779d94593a330849976251ece5e395a-tut2full6.jpeg" /></a></p>\n
        <p><strong>Step 7</strong>\n
        You can press F9 now to do a quick render, but it won’t look much like glass yet. First you will need to make some changes to your scene, the environment. Remember that glass is almost entirely transparent and can be seen only because of the reflections of light and objects in its surroundings.</p>\n
        <p>Let’s start with adding a ground plane. Assign it a wood material from the Material Library (we used the default Wood_Ashen). Make sure the plane is large as shown in the screen shot.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/6/4/c/9/d/64c9d70db6191bf9b95eb3fc200f583a6ea70381-tut2full7.jpeg"><img alt="7" src="/images/c/a/1/e/5/ca1e5f0c88d3d9d39f3ab0bca1a220cc32df8b07-tut2full7.jpeg" /></a></p>\n
        <p><strong>Step 8</strong>\n
        Next, let’s makes some changes to the environment as the glass will need something to reflect. You can add object and a sky and such yourself, but for the sake of this tutorials an environment map will do. From the Rendering menu, select Environment (or press 8). Click the big empty button below Environment Map and select Background_Mountains (or any other background) from the Mtl Library.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/2/0/f/2/b/20f2ba90d388721cd5e8fb9c498e624c12d1f350-tut2full8.jpeg"><img alt="8" src="/images/9/b/3/8/e/9b38ef33eac4441e443192157abff413313e638c-tut2full8.jpeg" /></a></p>\n
        <p><strong>Step 9</strong>\n
        If you render your scene again, you will see it will look very different and really “glass-like”. However, there are ways to make it more realistic. You could start by enabling the 2-Sided option for the Glass material. This will allow us to see the inside of the model. Click the thumb on the right for more info.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/5/0/1/2/3/501231ed7a4588a4395b8f67cfc4826a1a94889f-tut2full9.jpeg"><img alt="9" src="/images/4/a/1/4/a/4a14a9ec5a574ccf4de22c2ec632f4d74aa91180-tut2full9.jpeg" /></a></p>\n
        <p>Render again, and notice the difference, if any. The results won’t always look good, depending on the model.</p>\n
        <p><strong>Step 10</strong>\n
        Let’s try another trick I like to use to make the glass more realistic, although it will make the glass object a hollow object (which is fine for many glass objects and often even desired). Select your object and press CTRL-V (select Copy and click OK) to clone it. Apply a Push modifier to the clone and set the push value to -0.5 (try other values after rendering to check which works best for your model).</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/c/3/d/e/5/c3de59fd28a9665004721337f0c1c59a20650ce4-tut2full10.jpeg"><img alt="10" src="/images/5/d/7/f/d/5d7fd76969ff7fb390572e077e0815505ad31b72-tut2full10.jpeg" /></a></p>\n
        <p><strong>Step 11</strong>\n
        In the Material Editor make a copy of the Glass material and name it Glass Int. Make sure the option 2-Sided is enabled for the Glass Int material but disabled for the Glass material. Assign the Glass Int material to the clone and make sure the original Glass material is assigned to the outside model.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/d/8/b/0/9/d8b09f4aaaaaff9f0c3bf70c110a01bd0ec955e3-tut2full11.jpeg"><img alt="11" src="/images/b/b/5/e/c/bb5ec47105e74b757b1fe805b18c244045f4ec8b-tut2full11.jpeg" /></a></p>\n
        <p><strong>Step 12</strong>\n
        Render again (F9 or F10) and notice the difference. You should end up with something similar as shown on the right. The actual result will depend mostly on the geometry of your model and its environment. Try out different background and check out the results.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/a/4/c/0/6/a4c061e2c7da3a3fd26079150d05b2c9718a7d19-tut2full12.jpeg"><img alt="12" src="/images/0/7/1/6/4/07164da76720819510c15eb71bb7f93b70f4ca44-tut2full12.jpeg" /></a></p>
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        <p>In this tutorial you will learn how to create a realistic glass material and turn our chess pawn into a realistic glass object. Key terms include reflection, refraction, opacity, and fall-off. This tutorial is aimed at the beginner, but since there are several ways to create glass, it might be interesting for everyone else as well.</p>\n
        \n
        <p>Although this tutorial is based on 3ds Max, the same settings apply to many other 3D products.\n
        Note: Click on the thumbnail in each step for a larger screenshot that includes the viewports and the relevant portion of the user interface.</p>\n
        <p><strong>Step 1</strong>\n
        Because this tutorial covers only how to create the glass material you need to add an object to your scene yourself. This can be anything from the simple pawn we use (download the <a href="http://3dvalley.com/3d-models/miscellaneous">chess pawn </a> here) to the sophisticated high detail models you create.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/b/3/4/b/1/b34b1f5e8a421b3bbf747be54088fcc5c97bf0af-tut2full1.jpeg"><img alt="1" src="/images/8/4/4/8/0/844805f89907b9d7072d67e407b21627d670749b-tut2full1.jpeg" /></a></p>\n
        <p><strong>Step 2</strong>\n
        Press the M key to open the Material Editor (or select Material Editor from the Rendering menu) and rename the first material to Glass.</p>\n
        <p>Drag the material to your object in the scene to assign it.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/d/2/9/e/6/d29e688b888084edba227ebfc7d80e901c8e5cf4-tut2full2.jpeg"><img alt="2" src="/images/e/a/6/e/7/ea6e77625110ec3e6f8d077acfcfee5c93e6e2fc-tut2full2.jpeg" /></a></p>\n
        <p><strong>Step 3</strong>\n
        Set the Ambient and Diffuse color of the material to black. And set the Specular Level to 275 and Glossiness to 45.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/8/1/c/6/4/81c648c46fb291c139f41b5fb202a5b4fa56bcea-tut2full3.jpeg"><img alt="3" src="/images/5/5/2/6/1/55261a85e3a8f636fbf7c639284b13cbccd743c1-tut2full3.jpeg" /></a></p>\n
        <p><strong>Step 4</strong>\n
        Click on the blank square button after Opacity and add a Falloff map. Set the Falloff Type to Fresnel (click here for an additional screen shot).</p>\n
        <p>Go up one level, back to the Glass material, by choosing Glass from the drop down menu (where it says Map #3, see the additional screen shot.)</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/7/c/f/e/2/7cfe251b71885bffb1b41dff754147aad48d14ea-tut2full4.jpeg"><img alt="4" src="/images/8/3/8/6/a/8386a09634c664b409e1ef6f89493ab7307d6e01-tut2full4.jpeg" /></a></p>\n
        <p><strong>Step 5</strong>\n
        Now that the main Glass material is select again, scroll down in the Material Editor and add a new Raytrace map in the Refraction slot. Set the Refraction level to 80.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/0/b/0/d/b/0b0dbd258d851c4fa0b936011afe0123883ec576-tut2full5.jpeg"><img alt="5" src="/images/e/2/4/7/8/e2478e8c8873c134823246973b591f0169e546b9-tut2full5.jpeg" /></a></p>\n
        <p><strong>Step 6</strong>\n
        To make the reflections and the colors smooth, instead of grainy, you will have to enable Supersampling for the Glass material (just above the Maps rollout. Enable the option Enable Sampler and choose a method from the list. In most cases the Max 2.5 Star will do just fine, but if your machine can handle it, you can try others that may give better results.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/b/e/4/9/8/be49836351c3fee0c74d93c21082e6255b2b95c0-tut2full6.jpeg"><img alt="6" src="/images/3/3/4/6/8/334682ef7779d94593a330849976251ece5e395a-tut2full6.jpeg" /></a></p>\n
        <p><strong>Step 7</strong>\n
        You can press F9 now to do a quick render, but it won’t look much like glass yet. First you will need to make some changes to your scene, the environment. Remember that glass is almost entirely transparent and can be seen only because of the reflections of light and objects in its surroundings.</p>\n
        <p>Let’s start with adding a ground plane. Assign it a wood material from the Material Library (we used the default Wood_Ashen). Make sure the plane is large as shown in the screen shot.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/6/4/c/9/d/64c9d70db6191bf9b95eb3fc200f583a6ea70381-tut2full7.jpeg"><img alt="7" src="/images/c/a/1/e/5/ca1e5f0c88d3d9d39f3ab0bca1a220cc32df8b07-tut2full7.jpeg" /></a></p>\n
        <p><strong>Step 8</strong>\n
        Next, let’s makes some changes to the environment as the glass will need something to reflect. You can add object and a sky and such yourself, but for the sake of this tutorials an environment map will do. From the Rendering menu, select Environment (or press 8). Click the big empty button below Environment Map and select Background_Mountains (or any other background) from the Mtl Library.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/2/0/f/2/b/20f2ba90d388721cd5e8fb9c498e624c12d1f350-tut2full8.jpeg"><img alt="8" src="/images/9/b/3/8/e/9b38ef33eac4441e443192157abff413313e638c-tut2full8.jpeg" /></a></p>\n
        <p><strong>Step 9</strong>\n
        If you render your scene again, you will see it will look very different and really “glass-like”. However, there are ways to make it more realistic. You could start by enabling the 2-Sided option for the Glass material. This will allow us to see the inside of the model. Click the thumb on the right for more info.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/5/0/1/2/3/501231ed7a4588a4395b8f67cfc4826a1a94889f-tut2full9.jpeg"><img alt="9" src="/images/4/a/1/4/a/4a14a9ec5a574ccf4de22c2ec632f4d74aa91180-tut2full9.jpeg" /></a></p>\n
        <p>Render again, and notice the difference, if any. The results won’t always look good, depending on the model.</p>\n
        <p><strong>Step 10</strong>\n
        Let’s try another trick I like to use to make the glass more realistic, although it will make the glass object a hollow object (which is fine for many glass objects and often even desired). Select your object and press CTRL-V (select Copy and click OK) to clone it. Apply a Push modifier to the clone and set the push value to -0.5 (try other values after rendering to check which works best for your model).</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/c/3/d/e/5/c3de59fd28a9665004721337f0c1c59a20650ce4-tut2full10.jpeg"><img alt="10" src="/images/5/d/7/f/d/5d7fd76969ff7fb390572e077e0815505ad31b72-tut2full10.jpeg" /></a></p>\n
        <p><strong>Step 11</strong>\n
        In the Material Editor make a copy of the Glass material and name it Glass Int. Make sure the option 2-Sided is enabled for the Glass Int material but disabled for the Glass material. Assign the Glass Int material to the clone and make sure the original Glass material is assigned to the outside model.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/d/8/b/0/9/d8b09f4aaaaaff9f0c3bf70c110a01bd0ec955e3-tut2full11.jpeg"><img alt="11" src="/images/b/b/5/e/c/bb5ec47105e74b757b1fe805b18c244045f4ec8b-tut2full11.jpeg" /></a></p>\n
        <p><strong>Step 12</strong>\n
        Render again (F9 or F10) and notice the difference. You should end up with something similar as shown on the right. The actual result will depend mostly on the geometry of your model and its environment. Try out different background and check out the results.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/a/4/c/0/6/a4c061e2c7da3a3fd26079150d05b2c9718a7d19-tut2full12.jpeg"><img alt="12" src="/images/0/7/1/6/4/07164da76720819510c15eb71bb7f93b70f4ca44-tut2full12.jpeg" /></a></p>
        """
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        <p>In this tutorial you will learn how to create a realistic glass material and turn our chess pawn into a realistic glass object. Key terms include reflection, refraction, opacity, and fall-off. This tutorial is aimed at the beginner, but since there are several ways to create glass, it might be interesting for everyone else as well.</p>\n
        \n
        <p>Although this tutorial is based on 3ds Max, the same settings apply to many other 3D products.\n
        Note: Click on the thumbnail in each step for a larger screenshot that includes the viewports and the relevant portion of the user interface.</p>\n
        <p><strong>Step 1</strong>\n
        Because this tutorial covers only how to create the glass material you need to add an object to your scene yourself. This can be anything from the simple pawn we use (download the <a href="http://3dvalley.com/3d-models/miscellaneous">chess pawn </a> here) to the sophisticated high detail models you create.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/b/3/4/b/1/b34b1f5e8a421b3bbf747be54088fcc5c97bf0af-tut2full1.jpeg"><img alt="1" src="/images/8/4/4/8/0/844805f89907b9d7072d67e407b21627d670749b-tut2full1.jpeg" /></a></p>\n
        <p><strong>Step 2</strong>\n
        Press the M key to open the Material Editor (or select Material Editor from the Rendering menu) and rename the first material to Glass.</p>\n
        <p>Drag the material to your object in the scene to assign it.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/d/2/9/e/6/d29e688b888084edba227ebfc7d80e901c8e5cf4-tut2full2.jpeg"><img alt="2" src="/images/e/a/6/e/7/ea6e77625110ec3e6f8d077acfcfee5c93e6e2fc-tut2full2.jpeg" /></a></p>\n
        <p><strong>Step 3</strong>\n
        Set the Ambient and Diffuse color of the material to black. And set the Specular Level to 275 and Glossiness to 45.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/8/1/c/6/4/81c648c46fb291c139f41b5fb202a5b4fa56bcea-tut2full3.jpeg"><img alt="3" src="/images/5/5/2/6/1/55261a85e3a8f636fbf7c639284b13cbccd743c1-tut2full3.jpeg" /></a></p>\n
        <p><strong>Step 4</strong>\n
        Click on the blank square button after Opacity and add a Falloff map. Set the Falloff Type to Fresnel (click here for an additional screen shot).</p>\n
        <p>Go up one level, back to the Glass material, by choosing Glass from the drop down menu (where it says Map #3, see the additional screen shot.)</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/7/c/f/e/2/7cfe251b71885bffb1b41dff754147aad48d14ea-tut2full4.jpeg"><img alt="4" src="/images/8/3/8/6/a/8386a09634c664b409e1ef6f89493ab7307d6e01-tut2full4.jpeg" /></a></p>\n
        <p><strong>Step 5</strong>\n
        Now that the main Glass material is select again, scroll down in the Material Editor and add a new Raytrace map in the Refraction slot. Set the Refraction level to 80.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/0/b/0/d/b/0b0dbd258d851c4fa0b936011afe0123883ec576-tut2full5.jpeg"><img alt="5" src="/images/e/2/4/7/8/e2478e8c8873c134823246973b591f0169e546b9-tut2full5.jpeg" /></a></p>\n
        <p><strong>Step 6</strong>\n
        To make the reflections and the colors smooth, instead of grainy, you will have to enable Supersampling for the Glass material (just above the Maps rollout. Enable the option Enable Sampler and choose a method from the list. In most cases the Max 2.5 Star will do just fine, but if your machine can handle it, you can try others that may give better results.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/b/e/4/9/8/be49836351c3fee0c74d93c21082e6255b2b95c0-tut2full6.jpeg"><img alt="6" src="/images/3/3/4/6/8/334682ef7779d94593a330849976251ece5e395a-tut2full6.jpeg" /></a></p>\n
        <p><strong>Step 7</strong>\n
        You can press F9 now to do a quick render, but it won’t look much like glass yet. First you will need to make some changes to your scene, the environment. Remember that glass is almost entirely transparent and can be seen only because of the reflections of light and objects in its surroundings.</p>\n
        <p>Let’s start with adding a ground plane. Assign it a wood material from the Material Library (we used the default Wood_Ashen). Make sure the plane is large as shown in the screen shot.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/6/4/c/9/d/64c9d70db6191bf9b95eb3fc200f583a6ea70381-tut2full7.jpeg"><img alt="7" src="/images/c/a/1/e/5/ca1e5f0c88d3d9d39f3ab0bca1a220cc32df8b07-tut2full7.jpeg" /></a></p>\n
        <p><strong>Step 8</strong>\n
        Next, let’s makes some changes to the environment as the glass will need something to reflect. You can add object and a sky and such yourself, but for the sake of this tutorials an environment map will do. From the Rendering menu, select Environment (or press 8). Click the big empty button below Environment Map and select Background_Mountains (or any other background) from the Mtl Library.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/2/0/f/2/b/20f2ba90d388721cd5e8fb9c498e624c12d1f350-tut2full8.jpeg"><img alt="8" src="/images/9/b/3/8/e/9b38ef33eac4441e443192157abff413313e638c-tut2full8.jpeg" /></a></p>\n
        <p><strong>Step 9</strong>\n
        If you render your scene again, you will see it will look very different and really “glass-like”. However, there are ways to make it more realistic. You could start by enabling the 2-Sided option for the Glass material. This will allow us to see the inside of the model. Click the thumb on the right for more info.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/5/0/1/2/3/501231ed7a4588a4395b8f67cfc4826a1a94889f-tut2full9.jpeg"><img alt="9" src="/images/4/a/1/4/a/4a14a9ec5a574ccf4de22c2ec632f4d74aa91180-tut2full9.jpeg" /></a></p>\n
        <p>Render again, and notice the difference, if any. The results won’t always look good, depending on the model.</p>\n
        <p><strong>Step 10</strong>\n
        Let’s try another trick I like to use to make the glass more realistic, although it will make the glass object a hollow object (which is fine for many glass objects and often even desired). Select your object and press CTRL-V (select Copy and click OK) to clone it. Apply a Push modifier to the clone and set the push value to -0.5 (try other values after rendering to check which works best for your model).</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/c/3/d/e/5/c3de59fd28a9665004721337f0c1c59a20650ce4-tut2full10.jpeg"><img alt="10" src="/images/5/d/7/f/d/5d7fd76969ff7fb390572e077e0815505ad31b72-tut2full10.jpeg" /></a></p>\n
        <p><strong>Step 11</strong>\n
        In the Material Editor make a copy of the Glass material and name it Glass Int. Make sure the option 2-Sided is enabled for the Glass Int material but disabled for the Glass material. Assign the Glass Int material to the clone and make sure the original Glass material is assigned to the outside model.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/d/8/b/0/9/d8b09f4aaaaaff9f0c3bf70c110a01bd0ec955e3-tut2full11.jpeg"><img alt="11" src="/images/b/b/5/e/c/bb5ec47105e74b757b1fe805b18c244045f4ec8b-tut2full11.jpeg" /></a></p>\n
        <p><strong>Step 12</strong>\n
        Render again (F9 or F10) and notice the difference. You should end up with something similar as shown on the right. The actual result will depend mostly on the geometry of your model and its environment. Try out different background and check out the results.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/a/4/c/0/6/a4c061e2c7da3a3fd26079150d05b2c9718a7d19-tut2full12.jpeg"><img alt="12" src="/images/0/7/1/6/4/07164da76720819510c15eb71bb7f93b70f4ca44-tut2full12.jpeg" /></a></p>
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        <p>In this tutorial you will learn how to create a realistic glass material and turn our chess pawn into a realistic glass object. Key terms include reflection, refraction, opacity, and fall-off. This tutorial is aimed at the beginner, but since there are several ways to create glass, it might be interesting for everyone else as well.</p>\n
        \n
        <p>Although this tutorial is based on 3ds Max, the same settings apply to many other 3D products.\n
        Note: Click on the thumbnail in each step for a larger screenshot that includes the viewports and the relevant portion of the user interface.</p>\n
        <p><strong>Step 1</strong>\n
        Because this tutorial covers only how to create the glass material you need to add an object to your scene yourself. This can be anything from the simple pawn we use (download the <a href="http://3dvalley.com/3d-models/miscellaneous">chess pawn </a> here) to the sophisticated high detail models you create.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/b/3/4/b/1/b34b1f5e8a421b3bbf747be54088fcc5c97bf0af-tut2full1.jpeg"><img alt="1" src="/images/8/4/4/8/0/844805f89907b9d7072d67e407b21627d670749b-tut2full1.jpeg" /></a></p>\n
        <p><strong>Step 2</strong>\n
        Press the M key to open the Material Editor (or select Material Editor from the Rendering menu) and rename the first material to Glass.</p>\n
        <p>Drag the material to your object in the scene to assign it.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/d/2/9/e/6/d29e688b888084edba227ebfc7d80e901c8e5cf4-tut2full2.jpeg"><img alt="2" src="/images/e/a/6/e/7/ea6e77625110ec3e6f8d077acfcfee5c93e6e2fc-tut2full2.jpeg" /></a></p>\n
        <p><strong>Step 3</strong>\n
        Set the Ambient and Diffuse color of the material to black. And set the Specular Level to 275 and Glossiness to 45.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/8/1/c/6/4/81c648c46fb291c139f41b5fb202a5b4fa56bcea-tut2full3.jpeg"><img alt="3" src="/images/5/5/2/6/1/55261a85e3a8f636fbf7c639284b13cbccd743c1-tut2full3.jpeg" /></a></p>\n
        <p><strong>Step 4</strong>\n
        Click on the blank square button after Opacity and add a Falloff map. Set the Falloff Type to Fresnel (click here for an additional screen shot).</p>\n
        <p>Go up one level, back to the Glass material, by choosing Glass from the drop down menu (where it says Map #3, see the additional screen shot.)</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/7/c/f/e/2/7cfe251b71885bffb1b41dff754147aad48d14ea-tut2full4.jpeg"><img alt="4" src="/images/8/3/8/6/a/8386a09634c664b409e1ef6f89493ab7307d6e01-tut2full4.jpeg" /></a></p>\n
        <p><strong>Step 5</strong>\n
        Now that the main Glass material is select again, scroll down in the Material Editor and add a new Raytrace map in the Refraction slot. Set the Refraction level to 80.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/0/b/0/d/b/0b0dbd258d851c4fa0b936011afe0123883ec576-tut2full5.jpeg"><img alt="5" src="/images/e/2/4/7/8/e2478e8c8873c134823246973b591f0169e546b9-tut2full5.jpeg" /></a></p>\n
        <p><strong>Step 6</strong>\n
        To make the reflections and the colors smooth, instead of grainy, you will have to enable Supersampling for the Glass material (just above the Maps rollout. Enable the option Enable Sampler and choose a method from the list. In most cases the Max 2.5 Star will do just fine, but if your machine can handle it, you can try others that may give better results.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/b/e/4/9/8/be49836351c3fee0c74d93c21082e6255b2b95c0-tut2full6.jpeg"><img alt="6" src="/images/3/3/4/6/8/334682ef7779d94593a330849976251ece5e395a-tut2full6.jpeg" /></a></p>\n
        <p><strong>Step 7</strong>\n
        You can press F9 now to do a quick render, but it won’t look much like glass yet. First you will need to make some changes to your scene, the environment. Remember that glass is almost entirely transparent and can be seen only because of the reflections of light and objects in its surroundings.</p>\n
        <p>Let’s start with adding a ground plane. Assign it a wood material from the Material Library (we used the default Wood_Ashen). Make sure the plane is large as shown in the screen shot.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/6/4/c/9/d/64c9d70db6191bf9b95eb3fc200f583a6ea70381-tut2full7.jpeg"><img alt="7" src="/images/c/a/1/e/5/ca1e5f0c88d3d9d39f3ab0bca1a220cc32df8b07-tut2full7.jpeg" /></a></p>\n
        <p><strong>Step 8</strong>\n
        Next, let’s makes some changes to the environment as the glass will need something to reflect. You can add object and a sky and such yourself, but for the sake of this tutorials an environment map will do. From the Rendering menu, select Environment (or press 8). Click the big empty button below Environment Map and select Background_Mountains (or any other background) from the Mtl Library.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/2/0/f/2/b/20f2ba90d388721cd5e8fb9c498e624c12d1f350-tut2full8.jpeg"><img alt="8" src="/images/9/b/3/8/e/9b38ef33eac4441e443192157abff413313e638c-tut2full8.jpeg" /></a></p>\n
        <p><strong>Step 9</strong>\n
        If you render your scene again, you will see it will look very different and really “glass-like”. However, there are ways to make it more realistic. You could start by enabling the 2-Sided option for the Glass material. This will allow us to see the inside of the model. Click the thumb on the right for more info.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/5/0/1/2/3/501231ed7a4588a4395b8f67cfc4826a1a94889f-tut2full9.jpeg"><img alt="9" src="/images/4/a/1/4/a/4a14a9ec5a574ccf4de22c2ec632f4d74aa91180-tut2full9.jpeg" /></a></p>\n
        <p>Render again, and notice the difference, if any. The results won’t always look good, depending on the model.</p>\n
        <p><strong>Step 10</strong>\n
        Let’s try another trick I like to use to make the glass more realistic, although it will make the glass object a hollow object (which is fine for many glass objects and often even desired). Select your object and press CTRL-V (select Copy and click OK) to clone it. Apply a Push modifier to the clone and set the push value to -0.5 (try other values after rendering to check which works best for your model).</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/c/3/d/e/5/c3de59fd28a9665004721337f0c1c59a20650ce4-tut2full10.jpeg"><img alt="10" src="/images/5/d/7/f/d/5d7fd76969ff7fb390572e077e0815505ad31b72-tut2full10.jpeg" /></a></p>\n
        <p><strong>Step 11</strong>\n
        In the Material Editor make a copy of the Glass material and name it Glass Int. Make sure the option 2-Sided is enabled for the Glass Int material but disabled for the Glass material. Assign the Glass Int material to the clone and make sure the original Glass material is assigned to the outside model.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/d/8/b/0/9/d8b09f4aaaaaff9f0c3bf70c110a01bd0ec955e3-tut2full11.jpeg"><img alt="11" src="/images/b/b/5/e/c/bb5ec47105e74b757b1fe805b18c244045f4ec8b-tut2full11.jpeg" /></a></p>\n
        <p><strong>Step 12</strong>\n
        Render again (F9 or F10) and notice the difference. You should end up with something similar as shown on the right. The actual result will depend mostly on the geometry of your model and its environment. Try out different background and check out the results.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/a/4/c/0/6/a4c061e2c7da3a3fd26079150d05b2c9718a7d19-tut2full12.jpeg"><img alt="12" src="/images/0/7/1/6/4/07164da76720819510c15eb71bb7f93b70f4ca44-tut2full12.jpeg" /></a></p>
        """
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        <p>In this tutorial you will learn how to create a realistic glass material and turn our chess pawn into a realistic glass object. Key terms include reflection, refraction, opacity, and fall-off. This tutorial is aimed at the beginner, but since there are several ways to create glass, it might be interesting for everyone else as well.</p>\n
        \n
        <p>Although this tutorial is based on 3ds Max, the same settings apply to many other 3D products.\n
        Note: Click on the thumbnail in each step for a larger screenshot that includes the viewports and the relevant portion of the user interface.</p>\n
        <p><strong>Step 1</strong>\n
        Because this tutorial covers only how to create the glass material you need to add an object to your scene yourself. This can be anything from the simple pawn we use (download the <a href="http://3dvalley.com/3d-models/miscellaneous">chess pawn </a> here) to the sophisticated high detail models you create.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/b/3/4/b/1/b34b1f5e8a421b3bbf747be54088fcc5c97bf0af-tut2full1.jpeg"><img alt="1" src="/images/8/4/4/8/0/844805f89907b9d7072d67e407b21627d670749b-tut2full1.jpeg" /></a></p>\n
        <p><strong>Step 2</strong>\n
        Press the M key to open the Material Editor (or select Material Editor from the Rendering menu) and rename the first material to Glass.</p>\n
        <p>Drag the material to your object in the scene to assign it.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/d/2/9/e/6/d29e688b888084edba227ebfc7d80e901c8e5cf4-tut2full2.jpeg"><img alt="2" src="/images/e/a/6/e/7/ea6e77625110ec3e6f8d077acfcfee5c93e6e2fc-tut2full2.jpeg" /></a></p>\n
        <p><strong>Step 3</strong>\n
        Set the Ambient and Diffuse color of the material to black. And set the Specular Level to 275 and Glossiness to 45.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/8/1/c/6/4/81c648c46fb291c139f41b5fb202a5b4fa56bcea-tut2full3.jpeg"><img alt="3" src="/images/5/5/2/6/1/55261a85e3a8f636fbf7c639284b13cbccd743c1-tut2full3.jpeg" /></a></p>\n
        <p><strong>Step 4</strong>\n
        Click on the blank square button after Opacity and add a Falloff map. Set the Falloff Type to Fresnel (click here for an additional screen shot).</p>\n
        <p>Go up one level, back to the Glass material, by choosing Glass from the drop down menu (where it says Map #3, see the additional screen shot.)</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/7/c/f/e/2/7cfe251b71885bffb1b41dff754147aad48d14ea-tut2full4.jpeg"><img alt="4" src="/images/8/3/8/6/a/8386a09634c664b409e1ef6f89493ab7307d6e01-tut2full4.jpeg" /></a></p>\n
        <p><strong>Step 5</strong>\n
        Now that the main Glass material is select again, scroll down in the Material Editor and add a new Raytrace map in the Refraction slot. Set the Refraction level to 80.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/0/b/0/d/b/0b0dbd258d851c4fa0b936011afe0123883ec576-tut2full5.jpeg"><img alt="5" src="/images/e/2/4/7/8/e2478e8c8873c134823246973b591f0169e546b9-tut2full5.jpeg" /></a></p>\n
        <p><strong>Step 6</strong>\n
        To make the reflections and the colors smooth, instead of grainy, you will have to enable Supersampling for the Glass material (just above the Maps rollout. Enable the option Enable Sampler and choose a method from the list. In most cases the Max 2.5 Star will do just fine, but if your machine can handle it, you can try others that may give better results.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/b/e/4/9/8/be49836351c3fee0c74d93c21082e6255b2b95c0-tut2full6.jpeg"><img alt="6" src="/images/3/3/4/6/8/334682ef7779d94593a330849976251ece5e395a-tut2full6.jpeg" /></a></p>\n
        <p><strong>Step 7</strong>\n
        You can press F9 now to do a quick render, but it won’t look much like glass yet. First you will need to make some changes to your scene, the environment. Remember that glass is almost entirely transparent and can be seen only because of the reflections of light and objects in its surroundings.</p>\n
        <p>Let’s start with adding a ground plane. Assign it a wood material from the Material Library (we used the default Wood_Ashen). Make sure the plane is large as shown in the screen shot.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/6/4/c/9/d/64c9d70db6191bf9b95eb3fc200f583a6ea70381-tut2full7.jpeg"><img alt="7" src="/images/c/a/1/e/5/ca1e5f0c88d3d9d39f3ab0bca1a220cc32df8b07-tut2full7.jpeg" /></a></p>\n
        <p><strong>Step 8</strong>\n
        Next, let’s makes some changes to the environment as the glass will need something to reflect. You can add object and a sky and such yourself, but for the sake of this tutorials an environment map will do. From the Rendering menu, select Environment (or press 8). Click the big empty button below Environment Map and select Background_Mountains (or any other background) from the Mtl Library.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/2/0/f/2/b/20f2ba90d388721cd5e8fb9c498e624c12d1f350-tut2full8.jpeg"><img alt="8" src="/images/9/b/3/8/e/9b38ef33eac4441e443192157abff413313e638c-tut2full8.jpeg" /></a></p>\n
        <p><strong>Step 9</strong>\n
        If you render your scene again, you will see it will look very different and really “glass-like”. However, there are ways to make it more realistic. You could start by enabling the 2-Sided option for the Glass material. This will allow us to see the inside of the model. Click the thumb on the right for more info.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/5/0/1/2/3/501231ed7a4588a4395b8f67cfc4826a1a94889f-tut2full9.jpeg"><img alt="9" src="/images/4/a/1/4/a/4a14a9ec5a574ccf4de22c2ec632f4d74aa91180-tut2full9.jpeg" /></a></p>\n
        <p>Render again, and notice the difference, if any. The results won’t always look good, depending on the model.</p>\n
        <p><strong>Step 10</strong>\n
        Let’s try another trick I like to use to make the glass more realistic, although it will make the glass object a hollow object (which is fine for many glass objects and often even desired). Select your object and press CTRL-V (select Copy and click OK) to clone it. Apply a Push modifier to the clone and set the push value to -0.5 (try other values after rendering to check which works best for your model).</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/c/3/d/e/5/c3de59fd28a9665004721337f0c1c59a20650ce4-tut2full10.jpeg"><img alt="10" src="/images/5/d/7/f/d/5d7fd76969ff7fb390572e077e0815505ad31b72-tut2full10.jpeg" /></a></p>\n
        <p><strong>Step 11</strong>\n
        In the Material Editor make a copy of the Glass material and name it Glass Int. Make sure the option 2-Sided is enabled for the Glass Int material but disabled for the Glass material. Assign the Glass Int material to the clone and make sure the original Glass material is assigned to the outside model.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/d/8/b/0/9/d8b09f4aaaaaff9f0c3bf70c110a01bd0ec955e3-tut2full11.jpeg"><img alt="11" src="/images/b/b/5/e/c/bb5ec47105e74b757b1fe805b18c244045f4ec8b-tut2full11.jpeg" /></a></p>\n
        <p><strong>Step 12</strong>\n
        Render again (F9 or F10) and notice the difference. You should end up with something similar as shown on the right. The actual result will depend mostly on the geometry of your model and its environment. Try out different background and check out the results.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/a/4/c/0/6/a4c061e2c7da3a3fd26079150d05b2c9718a7d19-tut2full12.jpeg"><img alt="12" src="/images/0/7/1/6/4/07164da76720819510c15eb71bb7f93b70f4ca44-tut2full12.jpeg" /></a></p>
        """
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        <p>In this tutorial you will learn how to create a realistic glass material and turn our chess pawn into a realistic glass object. Key terms include reflection, refraction, opacity, and fall-off. This tutorial is aimed at the beginner, but since there are several ways to create glass, it might be interesting for everyone else as well.</p>\n
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        <p>Although this tutorial is based on 3ds Max, the same settings apply to many other 3D products.\n
        Note: Click on the thumbnail in each step for a larger screenshot that includes the viewports and the relevant portion of the user interface.</p>\n
        <p><strong>Step 1</strong>\n
        Because this tutorial covers only how to create the glass material you need to add an object to your scene yourself. This can be anything from the simple pawn we use (download the <a href="http://3dvalley.com/3d-models/miscellaneous">chess pawn </a> here) to the sophisticated high detail models you create.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/b/3/4/b/1/b34b1f5e8a421b3bbf747be54088fcc5c97bf0af-tut2full1.jpeg"><img alt="1" src="/images/8/4/4/8/0/844805f89907b9d7072d67e407b21627d670749b-tut2full1.jpeg" /></a></p>\n
        <p><strong>Step 2</strong>\n
        Press the M key to open the Material Editor (or select Material Editor from the Rendering menu) and rename the first material to Glass.</p>\n
        <p>Drag the material to your object in the scene to assign it.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/d/2/9/e/6/d29e688b888084edba227ebfc7d80e901c8e5cf4-tut2full2.jpeg"><img alt="2" src="/images/e/a/6/e/7/ea6e77625110ec3e6f8d077acfcfee5c93e6e2fc-tut2full2.jpeg" /></a></p>\n
        <p><strong>Step 3</strong>\n
        Set the Ambient and Diffuse color of the material to black. And set the Specular Level to 275 and Glossiness to 45.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/8/1/c/6/4/81c648c46fb291c139f41b5fb202a5b4fa56bcea-tut2full3.jpeg"><img alt="3" src="/images/5/5/2/6/1/55261a85e3a8f636fbf7c639284b13cbccd743c1-tut2full3.jpeg" /></a></p>\n
        <p><strong>Step 4</strong>\n
        Click on the blank square button after Opacity and add a Falloff map. Set the Falloff Type to Fresnel (click here for an additional screen shot).</p>\n
        <p>Go up one level, back to the Glass material, by choosing Glass from the drop down menu (where it says Map #3, see the additional screen shot.)</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/7/c/f/e/2/7cfe251b71885bffb1b41dff754147aad48d14ea-tut2full4.jpeg"><img alt="4" src="/images/8/3/8/6/a/8386a09634c664b409e1ef6f89493ab7307d6e01-tut2full4.jpeg" /></a></p>\n
        <p><strong>Step 5</strong>\n
        Now that the main Glass material is select again, scroll down in the Material Editor and add a new Raytrace map in the Refraction slot. Set the Refraction level to 80.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/0/b/0/d/b/0b0dbd258d851c4fa0b936011afe0123883ec576-tut2full5.jpeg"><img alt="5" src="/images/e/2/4/7/8/e2478e8c8873c134823246973b591f0169e546b9-tut2full5.jpeg" /></a></p>\n
        <p><strong>Step 6</strong>\n
        To make the reflections and the colors smooth, instead of grainy, you will have to enable Supersampling for the Glass material (just above the Maps rollout. Enable the option Enable Sampler and choose a method from the list. In most cases the Max 2.5 Star will do just fine, but if your machine can handle it, you can try others that may give better results.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/b/e/4/9/8/be49836351c3fee0c74d93c21082e6255b2b95c0-tut2full6.jpeg"><img alt="6" src="/images/3/3/4/6/8/334682ef7779d94593a330849976251ece5e395a-tut2full6.jpeg" /></a></p>\n
        <p><strong>Step 7</strong>\n
        You can press F9 now to do a quick render, but it won’t look much like glass yet. First you will need to make some changes to your scene, the environment. Remember that glass is almost entirely transparent and can be seen only because of the reflections of light and objects in its surroundings.</p>\n
        <p>Let’s start with adding a ground plane. Assign it a wood material from the Material Library (we used the default Wood_Ashen). Make sure the plane is large as shown in the screen shot.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/6/4/c/9/d/64c9d70db6191bf9b95eb3fc200f583a6ea70381-tut2full7.jpeg"><img alt="7" src="/images/c/a/1/e/5/ca1e5f0c88d3d9d39f3ab0bca1a220cc32df8b07-tut2full7.jpeg" /></a></p>\n
        <p><strong>Step 8</strong>\n
        Next, let’s makes some changes to the environment as the glass will need something to reflect. You can add object and a sky and such yourself, but for the sake of this tutorials an environment map will do. From the Rendering menu, select Environment (or press 8). Click the big empty button below Environment Map and select Background_Mountains (or any other background) from the Mtl Library.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/2/0/f/2/b/20f2ba90d388721cd5e8fb9c498e624c12d1f350-tut2full8.jpeg"><img alt="8" src="/images/9/b/3/8/e/9b38ef33eac4441e443192157abff413313e638c-tut2full8.jpeg" /></a></p>\n
        <p><strong>Step 9</strong>\n
        If you render your scene again, you will see it will look very different and really “glass-like”. However, there are ways to make it more realistic. You could start by enabling the 2-Sided option for the Glass material. This will allow us to see the inside of the model. Click the thumb on the right for more info.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/5/0/1/2/3/501231ed7a4588a4395b8f67cfc4826a1a94889f-tut2full9.jpeg"><img alt="9" src="/images/4/a/1/4/a/4a14a9ec5a574ccf4de22c2ec632f4d74aa91180-tut2full9.jpeg" /></a></p>\n
        <p>Render again, and notice the difference, if any. The results won’t always look good, depending on the model.</p>\n
        <p><strong>Step 10</strong>\n
        Let’s try another trick I like to use to make the glass more realistic, although it will make the glass object a hollow object (which is fine for many glass objects and often even desired). Select your object and press CTRL-V (select Copy and click OK) to clone it. Apply a Push modifier to the clone and set the push value to -0.5 (try other values after rendering to check which works best for your model).</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/c/3/d/e/5/c3de59fd28a9665004721337f0c1c59a20650ce4-tut2full10.jpeg"><img alt="10" src="/images/5/d/7/f/d/5d7fd76969ff7fb390572e077e0815505ad31b72-tut2full10.jpeg" /></a></p>\n
        <p><strong>Step 11</strong>\n
        In the Material Editor make a copy of the Glass material and name it Glass Int. Make sure the option 2-Sided is enabled for the Glass Int material but disabled for the Glass material. Assign the Glass Int material to the clone and make sure the original Glass material is assigned to the outside model.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/d/8/b/0/9/d8b09f4aaaaaff9f0c3bf70c110a01bd0ec955e3-tut2full11.jpeg"><img alt="11" src="/images/b/b/5/e/c/bb5ec47105e74b757b1fe805b18c244045f4ec8b-tut2full11.jpeg" /></a></p>\n
        <p><strong>Step 12</strong>\n
        Render again (F9 or F10) and notice the difference. You should end up with something similar as shown on the right. The actual result will depend mostly on the geometry of your model and its environment. Try out different background and check out the results.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/a/4/c/0/6/a4c061e2c7da3a3fd26079150d05b2c9718a7d19-tut2full12.jpeg"><img alt="12" src="/images/0/7/1/6/4/07164da76720819510c15eb71bb7f93b70f4ca44-tut2full12.jpeg" /></a></p>
        """
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        <p>In this tutorial you will learn how to create a realistic glass material and turn our chess pawn into a realistic glass object. Key terms include reflection, refraction, opacity, and fall-off. This tutorial is aimed at the beginner, but since there are several ways to create glass, it might be interesting for everyone else as well.</p>\n
        \n
        <p>Although this tutorial is based on 3ds Max, the same settings apply to many other 3D products.\n
        Note: Click on the thumbnail in each step for a larger screenshot that includes the viewports and the relevant portion of the user interface.</p>\n
        <p><strong>Step 1</strong>\n
        Because this tutorial covers only how to create the glass material you need to add an object to your scene yourself. This can be anything from the simple pawn we use (download the <a href="http://3dvalley.com/3d-models/miscellaneous">chess pawn </a> here) to the sophisticated high detail models you create.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/b/3/4/b/1/b34b1f5e8a421b3bbf747be54088fcc5c97bf0af-tut2full1.jpeg"><img alt="1" src="/images/8/4/4/8/0/844805f89907b9d7072d67e407b21627d670749b-tut2full1.jpeg" /></a></p>\n
        <p><strong>Step 2</strong>\n
        Press the M key to open the Material Editor (or select Material Editor from the Rendering menu) and rename the first material to Glass.</p>\n
        <p>Drag the material to your object in the scene to assign it.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/d/2/9/e/6/d29e688b888084edba227ebfc7d80e901c8e5cf4-tut2full2.jpeg"><img alt="2" src="/images/e/a/6/e/7/ea6e77625110ec3e6f8d077acfcfee5c93e6e2fc-tut2full2.jpeg" /></a></p>\n
        <p><strong>Step 3</strong>\n
        Set the Ambient and Diffuse color of the material to black. And set the Specular Level to 275 and Glossiness to 45.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/8/1/c/6/4/81c648c46fb291c139f41b5fb202a5b4fa56bcea-tut2full3.jpeg"><img alt="3" src="/images/5/5/2/6/1/55261a85e3a8f636fbf7c639284b13cbccd743c1-tut2full3.jpeg" /></a></p>\n
        <p><strong>Step 4</strong>\n
        Click on the blank square button after Opacity and add a Falloff map. Set the Falloff Type to Fresnel (click here for an additional screen shot).</p>\n
        <p>Go up one level, back to the Glass material, by choosing Glass from the drop down menu (where it says Map #3, see the additional screen shot.)</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/7/c/f/e/2/7cfe251b71885bffb1b41dff754147aad48d14ea-tut2full4.jpeg"><img alt="4" src="/images/8/3/8/6/a/8386a09634c664b409e1ef6f89493ab7307d6e01-tut2full4.jpeg" /></a></p>\n
        <p><strong>Step 5</strong>\n
        Now that the main Glass material is select again, scroll down in the Material Editor and add a new Raytrace map in the Refraction slot. Set the Refraction level to 80.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/0/b/0/d/b/0b0dbd258d851c4fa0b936011afe0123883ec576-tut2full5.jpeg"><img alt="5" src="/images/e/2/4/7/8/e2478e8c8873c134823246973b591f0169e546b9-tut2full5.jpeg" /></a></p>\n
        <p><strong>Step 6</strong>\n
        To make the reflections and the colors smooth, instead of grainy, you will have to enable Supersampling for the Glass material (just above the Maps rollout. Enable the option Enable Sampler and choose a method from the list. In most cases the Max 2.5 Star will do just fine, but if your machine can handle it, you can try others that may give better results.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/b/e/4/9/8/be49836351c3fee0c74d93c21082e6255b2b95c0-tut2full6.jpeg"><img alt="6" src="/images/3/3/4/6/8/334682ef7779d94593a330849976251ece5e395a-tut2full6.jpeg" /></a></p>\n
        <p><strong>Step 7</strong>\n
        You can press F9 now to do a quick render, but it won’t look much like glass yet. First you will need to make some changes to your scene, the environment. Remember that glass is almost entirely transparent and can be seen only because of the reflections of light and objects in its surroundings.</p>\n
        <p>Let’s start with adding a ground plane. Assign it a wood material from the Material Library (we used the default Wood_Ashen). Make sure the plane is large as shown in the screen shot.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/6/4/c/9/d/64c9d70db6191bf9b95eb3fc200f583a6ea70381-tut2full7.jpeg"><img alt="7" src="/images/c/a/1/e/5/ca1e5f0c88d3d9d39f3ab0bca1a220cc32df8b07-tut2full7.jpeg" /></a></p>\n
        <p><strong>Step 8</strong>\n
        Next, let’s makes some changes to the environment as the glass will need something to reflect. You can add object and a sky and such yourself, but for the sake of this tutorials an environment map will do. From the Rendering menu, select Environment (or press 8). Click the big empty button below Environment Map and select Background_Mountains (or any other background) from the Mtl Library.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/2/0/f/2/b/20f2ba90d388721cd5e8fb9c498e624c12d1f350-tut2full8.jpeg"><img alt="8" src="/images/9/b/3/8/e/9b38ef33eac4441e443192157abff413313e638c-tut2full8.jpeg" /></a></p>\n
        <p><strong>Step 9</strong>\n
        If you render your scene again, you will see it will look very different and really “glass-like”. However, there are ways to make it more realistic. You could start by enabling the 2-Sided option for the Glass material. This will allow us to see the inside of the model. Click the thumb on the right for more info.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/5/0/1/2/3/501231ed7a4588a4395b8f67cfc4826a1a94889f-tut2full9.jpeg"><img alt="9" src="/images/4/a/1/4/a/4a14a9ec5a574ccf4de22c2ec632f4d74aa91180-tut2full9.jpeg" /></a></p>\n
        <p>Render again, and notice the difference, if any. The results won’t always look good, depending on the model.</p>\n
        <p><strong>Step 10</strong>\n
        Let’s try another trick I like to use to make the glass more realistic, although it will make the glass object a hollow object (which is fine for many glass objects and often even desired). Select your object and press CTRL-V (select Copy and click OK) to clone it. Apply a Push modifier to the clone and set the push value to -0.5 (try other values after rendering to check which works best for your model).</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/c/3/d/e/5/c3de59fd28a9665004721337f0c1c59a20650ce4-tut2full10.jpeg"><img alt="10" src="/images/5/d/7/f/d/5d7fd76969ff7fb390572e077e0815505ad31b72-tut2full10.jpeg" /></a></p>\n
        <p><strong>Step 11</strong>\n
        In the Material Editor make a copy of the Glass material and name it Glass Int. Make sure the option 2-Sided is enabled for the Glass Int material but disabled for the Glass material. Assign the Glass Int material to the clone and make sure the original Glass material is assigned to the outside model.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/d/8/b/0/9/d8b09f4aaaaaff9f0c3bf70c110a01bd0ec955e3-tut2full11.jpeg"><img alt="11" src="/images/b/b/5/e/c/bb5ec47105e74b757b1fe805b18c244045f4ec8b-tut2full11.jpeg" /></a></p>\n
        <p><strong>Step 12</strong>\n
        Render again (F9 or F10) and notice the difference. You should end up with something similar as shown on the right. The actual result will depend mostly on the geometry of your model and its environment. Try out different background and check out the results.</p>\n
        <p><a rel="lightbox" data-width="1024" data-height="768" href="/images/a/4/c/0/6/a4c061e2c7da3a3fd26079150d05b2c9718a7d19-tut2full12.jpeg"><img alt="12" src="/images/0/7/1/6/4/07164da76720819510c15eb71bb7f93b70f4ca44-tut2full12.jpeg" /></a></p>
        """
    ]
    
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Grav
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Common
/
Service
/
OutputServiceProvider.php
 
namespace Grav\Common\Service;
 
use Grav\Common\Page\Interfaces\PageInterface;
use Grav\Common\Twig\Twig;
use Pimple\Container;
use Pimple\ServiceProviderInterface;
 
class OutputServiceProvider implements ServiceProviderInterface
{
    public function register(Container $container)
    {
        $container['output'] = function ($c) {
            /** @var Twig $twig */
            $twig = $c['twig'];
 
            /** @var PageInterface $page */
            $page = $c['page'];
 
            return $twig->processSite($page->templateFormat());
        };
    }
}
 
Arguments
  1. "txt"
    
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test
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vendor
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pimple
/
pimple
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src
/
Pimple
/
Container.php
    {
        if (!isset($this->keys[$id])) {
            throw new UnknownIdentifierException($id);
        }
 
        if (
            isset($this->raw[$id])
            || !\is_object($this->values[$id])
            || isset($this->protected[$this->values[$id]])
            || !\method_exists($this->values[$id], '__invoke')
        ) {
            return $this->values[$id];
        }
 
        if (isset($this->factories[$this->values[$id]])) {
            return $this->values[$id]($this);
        }
 
        $raw = $this->values[$id];
        $val = $this->values[$id] = $raw($this);
        $this->raw[$id] = $raw;
 
        $this->frozen[$id] = true;
 
        return $val;
    }
 
    /**
     * Checks if a parameter or an object is set.
     *
     * @param string $id The unique identifier for the parameter or object
     *
     * @return bool
     */
    public function offsetExists($id)
    {
        return isset($this->keys[$id]);
    }
 
    /**
Arguments
  1. Grav {}
    
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system
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src
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Grav
/
Common
/
Processors
/
RenderProcessor.php
 
namespace Grav\Common\Processors;
 
use Grav\Common\Page\Interfaces\PageInterface;
use Grav\Framework\Psr7\Response;
use Psr\Http\Message\ResponseInterface;
use Psr\Http\Message\ServerRequestInterface;
use Psr\Http\Server\RequestHandlerInterface;
 
class RenderProcessor extends ProcessorBase
{
    public $id = 'render';
    public $title = 'Render';
 
    public function process(ServerRequestInterface $request, RequestHandlerInterface $handler) : ResponseInterface
    {
        $this->startTimer();
 
        $container = $this->container;
        $output =  $container['output'];
 
        if ($output instanceof ResponseInterface) {
            return $output;
        }
 
        ob_start();
 
        // Use internal Grav output.
        $container->output = $output;
        $container->fireEvent('onOutputGenerated');
 
        echo $container->output;
 
        // remove any output
        $container->output = '';
 
        $this->container->fireEvent('onOutputRendered');
 
        $html = ob_get_clean();
 
Arguments
  1. "output"
    
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src
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Grav
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Framework
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RequestHandler
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Traits
/
RequestHandlerTrait.php
    private $handler;
 
    /** @var ContainerInterface|null */
    private $container;
 
    /**
     * {@inheritdoc}
     * @throws InvalidArgumentException
     */
    public function handle(ServerRequestInterface $request): ResponseInterface
    {
        $middleware = array_shift($this->middleware);
 
        // Use default callable if there is no middleware.
        if ($middleware === null) {
            return \call_user_func($this->handler, $request);
        }
 
        if ($middleware instanceof MiddlewareInterface) {
            return $middleware->process($request, clone $this);
        }
 
        if (null === $this->container || !$this->container->has($middleware)) {
            throw new InvalidArgumentException(
                sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
                $middleware
            );
        }
 
        array_unshift($this->middleware, $this->container->get($middleware));
 
        return $this->handle($request);
    }
}
Arguments
  1. ServerRequest {}
    
  2. RequestHandler {}
    
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system
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src
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Grav
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Framework
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RequestHandler
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Traits
/
RequestHandlerTrait.php
 
        // Use default callable if there is no middleware.
        if ($middleware === null) {
            return \call_user_func($this->handler, $request);
        }
 
        if ($middleware instanceof MiddlewareInterface) {
            return $middleware->process($request, clone $this);
        }
 
        if (null === $this->container || !$this->container->has($middleware)) {
            throw new InvalidArgumentException(
                sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
                $middleware
            );
        }
 
        array_unshift($this->middleware, $this->container->get($middleware));
 
        return $this->handle($request);
    }
}
Arguments
  1. ServerRequest {}
    
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system
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src
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Grav
/
Common
/
Processors
/
DebuggerAssetsProcessor.php
 
namespace Grav\Common\Processors;
 
use Grav\Framework\Psr7\Response;
use Psr\Http\Message\ResponseInterface;
use Psr\Http\Message\ServerRequestInterface;
use Psr\Http\Server\RequestHandlerInterface;
 
class DebuggerAssetsProcessor extends ProcessorBase
{
    public $id = 'debugger_assets';
    public $title = 'Debugger Assets';
 
    public function process(ServerRequestInterface $request, RequestHandlerInterface $handler) : ResponseInterface
    {
        $this->startTimer();
        $this->container['debugger']->addAssets();
        $this->stopTimer();
 
        return $handler->handle($request);
 
    }
}
 
Arguments
  1. ServerRequest {}
    
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src
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Grav
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Framework
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RequestHandler
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Traits
/
RequestHandlerTrait.php
    private $handler;
 
    /** @var ContainerInterface|null */
    private $container;
 
    /**
     * {@inheritdoc}
     * @throws InvalidArgumentException
     */
    public function handle(ServerRequestInterface $request): ResponseInterface
    {
        $middleware = array_shift($this->middleware);
 
        // Use default callable if there is no middleware.
        if ($middleware === null) {
            return \call_user_func($this->handler, $request);
        }
 
        if ($middleware instanceof MiddlewareInterface) {
            return $middleware->process($request, clone $this);
        }
 
        if (null === $this->container || !$this->container->has($middleware)) {
            throw new InvalidArgumentException(
                sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
                $middleware
            );
        }
 
        array_unshift($this->middleware, $this->container->get($middleware));
 
        return $this->handle($request);
    }
}
Arguments
  1. ServerRequest {}
    
  2. RequestHandler {}
    
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Framework
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RequestHandler
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Traits
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RequestHandlerTrait.php
 
        // Use default callable if there is no middleware.
        if ($middleware === null) {
            return \call_user_func($this->handler, $request);
        }
 
        if ($middleware instanceof MiddlewareInterface) {
            return $middleware->process($request, clone $this);
        }
 
        if (null === $this->container || !$this->container->has($middleware)) {
            throw new InvalidArgumentException(
                sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
                $middleware
            );
        }
 
        array_unshift($this->middleware, $this->container->get($middleware));
 
        return $this->handle($request);
    }
}
Arguments
  1. ServerRequest {}
    
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Common
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Processors
/
PagesProcessor.php
            $this->addMessage("Routed to page {$page->rawRoute()} (type: {$page->template()}) [Not Found fallback]");
        } else {
            $this->addMessage("Routed to page {$page->rawRoute()} (type: {$page->template()})");
 
            $task = $this->container['task'];
            $action = $this->container['action'];
            if ($task) {
                $event = new Event(['task' => $task, 'page' => $page]);
                $this->container->fireEvent('onPageTask', $event);
                $this->container->fireEvent('onPageTask.' . $task, $event);
            } elseif ($action) {
                $event = new Event(['action' => $action, 'page' => $page]);
                $this->container->fireEvent('onPageAction', $event);
                $this->container->fireEvent('onPageAction.' . $action, $event);
            }
        }
 
        $this->stopTimer();
 
        return $handler->handle($request);
    }
}
 
Arguments
  1. ServerRequest {}
    
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public_html
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test
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system
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src
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Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
    private $handler;
 
    /** @var ContainerInterface|null */
    private $container;
 
    /**
     * {@inheritdoc}
     * @throws InvalidArgumentException
     */
    public function handle(ServerRequestInterface $request): ResponseInterface
    {
        $middleware = array_shift($this->middleware);
 
        // Use default callable if there is no middleware.
        if ($middleware === null) {
            return \call_user_func($this->handler, $request);
        }
 
        if ($middleware instanceof MiddlewareInterface) {
            return $middleware->process($request, clone $this);
        }
 
        if (null === $this->container || !$this->container->has($middleware)) {
            throw new InvalidArgumentException(
                sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
                $middleware
            );
        }
 
        array_unshift($this->middleware, $this->container->get($middleware));
 
        return $this->handle($request);
    }
}
Arguments
  1. ServerRequest {}
    
  2. RequestHandler {}
    
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system
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src
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Grav
/
Framework
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RequestHandler
/
Traits
/
RequestHandlerTrait.php
 
        // Use default callable if there is no middleware.
        if ($middleware === null) {
            return \call_user_func($this->handler, $request);
        }
 
        if ($middleware instanceof MiddlewareInterface) {
            return $middleware->process($request, clone $this);
        }
 
        if (null === $this->container || !$this->container->has($middleware)) {
            throw new InvalidArgumentException(
                sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
                $middleware
            );
        }
 
        array_unshift($this->middleware, $this->container->get($middleware));
 
        return $this->handle($request);
    }
}
Arguments
  1. ServerRequest {}
    
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system
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src
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Grav
/
Common
/
Processors
/
TwigProcessor.php
 */
 
namespace Grav\Common\Processors;
 
use Psr\Http\Message\ResponseInterface;
use Psr\Http\Message\ServerRequestInterface;
use Psr\Http\Server\RequestHandlerInterface;
 
class TwigProcessor extends ProcessorBase
{
    public $id = 'twig';
    public $title = 'Twig';
 
    public function process(ServerRequestInterface $request, RequestHandlerInterface $handler) : ResponseInterface
    {
        $this->startTimer();
        $this->container['twig']->init();
        $this->stopTimer();
 
        return $handler->handle($request);
    }
}
 
Arguments
  1. ServerRequest {}
    
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public_html
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test
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system
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src
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Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
    private $handler;
 
    /** @var ContainerInterface|null */
    private $container;
 
    /**
     * {@inheritdoc}
     * @throws InvalidArgumentException
     */
    public function handle(ServerRequestInterface $request): ResponseInterface
    {
        $middleware = array_shift($this->middleware);
 
        // Use default callable if there is no middleware.
        if ($middleware === null) {
            return \call_user_func($this->handler, $request);
        }
 
        if ($middleware instanceof MiddlewareInterface) {
            return $middleware->process($request, clone $this);
        }
 
        if (null === $this->container || !$this->container->has($middleware)) {
            throw new InvalidArgumentException(
                sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
                $middleware
            );
        }
 
        array_unshift($this->middleware, $this->container->get($middleware));
 
        return $this->handle($request);
    }
}
Arguments
  1. ServerRequest {}
    
  2. RequestHandler {}
    
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/
Framework
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RequestHandler
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Traits
/
RequestHandlerTrait.php
 
        // Use default callable if there is no middleware.
        if ($middleware === null) {
            return \call_user_func($this->handler, $request);
        }
 
        if ($middleware instanceof MiddlewareInterface) {
            return $middleware->process($request, clone $this);
        }
 
        if (null === $this->container || !$this->container->has($middleware)) {
            throw new InvalidArgumentException(
                sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
                $middleware
            );
        }
 
        array_unshift($this->middleware, $this->container->get($middleware));
 
        return $this->handle($request);
    }
}
Arguments
  1. ServerRequest {}
    
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public_html
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test
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system
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src
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Grav
/
Common
/
Processors
/
AssetsProcessor.php
 
namespace Grav\Common\Processors;
 
use Psr\Http\Message\ResponseInterface;
use Psr\Http\Message\ServerRequestInterface;
use Psr\Http\Server\RequestHandlerInterface;
 
class AssetsProcessor extends ProcessorBase
{
    public $id = '_assets';
    public $title = 'Assets';
 
    public function process(ServerRequestInterface $request, RequestHandlerInterface $handler) : ResponseInterface
    {
        $this->startTimer();
        $this->container['assets']->init();
        $this->container->fireEvent('onAssetsInitialized');
        $this->stopTimer();
 
        return $handler->handle($request);
    }
}
 
Arguments
  1. ServerRequest {}
    
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src
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Grav
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Framework
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RequestHandler
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Traits
/
RequestHandlerTrait.php
    private $handler;
 
    /** @var ContainerInterface|null */
    private $container;
 
    /**
     * {@inheritdoc}
     * @throws InvalidArgumentException
     */
    public function handle(ServerRequestInterface $request): ResponseInterface
    {
        $middleware = array_shift($this->middleware);
 
        // Use default callable if there is no middleware.
        if ($middleware === null) {
            return \call_user_func($this->handler, $request);
        }
 
        if ($middleware instanceof MiddlewareInterface) {
            return $middleware->process($request, clone $this);
        }
 
        if (null === $this->container || !$this->container->has($middleware)) {
            throw new InvalidArgumentException(
                sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
                $middleware
            );
        }
 
        array_unshift($this->middleware, $this->container->get($middleware));
 
        return $this->handle($request);
    }
}
Arguments
  1. ServerRequest {}
    
  2. RequestHandler {}
    
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src
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/
Framework
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RequestHandler
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Traits
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RequestHandlerTrait.php
 
        // Use default callable if there is no middleware.
        if ($middleware === null) {
            return \call_user_func($this->handler, $request);
        }
 
        if ($middleware instanceof MiddlewareInterface) {
            return $middleware->process($request, clone $this);
        }
 
        if (null === $this->container || !$this->container->has($middleware)) {
            throw new InvalidArgumentException(
                sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
                $middleware
            );
        }
 
        array_unshift($this->middleware, $this->container->get($middleware));
 
        return $this->handle($request);
    }
}
Arguments
  1. ServerRequest {}
    
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system
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src
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Grav
/
Common
/
Processors
/
SchedulerProcessor.php
namespace Grav\Common\Processors;
 
use RocketTheme\Toolbox\Event\Event;
use Psr\Http\Message\ResponseInterface;
use Psr\Http\Message\ServerRequestInterface;
use Psr\Http\Server\RequestHandlerInterface;
 
class SchedulerProcessor extends ProcessorBase
{
    public $id = '_scheduler';
    public $title = 'Scheduler';
 
    public function process(ServerRequestInterface $request, RequestHandlerInterface $handler) : ResponseInterface
    {
        $this->startTimer();
        $scheduler = $this->container['scheduler'];
        $this->container->fireEvent('onSchedulerInitialized', new Event(['scheduler' => $scheduler]));
        $this->stopTimer();
 
        return $handler->handle($request);
    }
}
 
Arguments
  1. ServerRequest {}
    
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src
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Framework
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RequestHandler
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Traits
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RequestHandlerTrait.php
    private $handler;
 
    /** @var ContainerInterface|null */
    private $container;
 
    /**
     * {@inheritdoc}
     * @throws InvalidArgumentException
     */
    public function handle(ServerRequestInterface $request): ResponseInterface
    {
        $middleware = array_shift($this->middleware);
 
        // Use default callable if there is no middleware.
        if ($middleware === null) {
            return \call_user_func($this->handler, $request);
        }
 
        if ($middleware instanceof MiddlewareInterface) {
            return $middleware->process($request, clone $this);
        }
 
        if (null === $this->container || !$this->container->has($middleware)) {
            throw new InvalidArgumentException(
                sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
                $middleware
            );
        }
 
        array_unshift($this->middleware, $this->container->get($middleware));
 
        return $this->handle($request);
    }
}
Arguments
  1. ServerRequest {}
    
  2. RequestHandler {}
    
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Framework
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RequestHandler
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Traits
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RequestHandlerTrait.php
 
        // Use default callable if there is no middleware.
        if ($middleware === null) {
            return \call_user_func($this->handler, $request);
        }
 
        if ($middleware instanceof MiddlewareInterface) {
            return $middleware->process($request, clone $this);
        }
 
        if (null === $this->container || !$this->container->has($middleware)) {
            throw new InvalidArgumentException(
                sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
                $middleware
            );
        }
 
        array_unshift($this->middleware, $this->container->get($middleware));
 
        return $this->handle($request);
    }
}
Arguments
  1. ServerRequest {}
    
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jhiemstraxartec
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public_html
/
test
/
system
/
src
/
Grav
/
Common
/
Processors
/
BackupsProcessor.php
 
namespace Grav\Common\Processors;
 
use Psr\Http\Message\ResponseInterface;
use Psr\Http\Message\ServerRequestInterface;
use Psr\Http\Server\RequestHandlerInterface;
 
class BackupsProcessor extends ProcessorBase
{
    public $id = '_backups';
    public $title = 'Backups';
 
    public function process(ServerRequestInterface $request, RequestHandlerInterface $handler) : ResponseInterface
    {
        $this->startTimer();
        $backups = $this->container['backups'];
        $backups->init();
        $this->stopTimer();
 
        return $handler->handle($request);
    }
}
 
Arguments
  1. ServerRequest {}
    
/
home
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jhiemstraxartec
/
public_html
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test
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
    private $handler;
 
    /** @var ContainerInterface|null */
    private $container;
 
    /**
     * {@inheritdoc}
     * @throws InvalidArgumentException
     */
    public function handle(ServerRequestInterface $request): ResponseInterface
    {
        $middleware = array_shift($this->middleware);
 
        // Use default callable if there is no middleware.
        if ($middleware === null) {
            return \call_user_func($this->handler, $request);
        }
 
        if ($middleware instanceof MiddlewareInterface) {
            return $middleware->process($request, clone $this);
        }
 
        if (null === $this->container || !$this->container->has($middleware)) {
            throw new InvalidArgumentException(
                sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
                $middleware
            );
        }
 
        array_unshift($this->middleware, $this->container->get($middleware));
 
        return $this->handle($request);
    }
}
Arguments
  1. ServerRequest {}
    
  2. RequestHandler {}
    
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home
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jhiemstraxartec
/
public_html
/
test
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
 
        // Use default callable if there is no middleware.
        if ($middleware === null) {
            return \call_user_func($this->handler, $request);
        }
 
        if ($middleware instanceof MiddlewareInterface) {
            return $middleware->process($request, clone $this);
        }
 
        if (null === $this->container || !$this->container->has($middleware)) {
            throw new InvalidArgumentException(
                sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
                $middleware
            );
        }
 
        array_unshift($this->middleware, $this->container->get($middleware));
 
        return $this->handle($request);
    }
}
Arguments
  1. ServerRequest {}
    
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jhiemstraxartec
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public_html
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test
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system
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src
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Grav
/
Common
/
Processors
/
TasksProcessor.php
                    }
 
                    $this->stopTimer();
 
                    return $response;
 
                } catch (NotFoundException $e) {
                    // Task not found: Let it pass through.
                }
            }
 
            if ($task) {
                $this->container->fireEvent('onTask.' . $task);
            } elseif ($action) {
                $this->container->fireEvent('onAction.' . $action);
            }
        }
        $this->stopTimer();
 
        return $handler->handle($request);
    }
}
 
Arguments
  1. ServerRequest {}
    
/
home
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jhiemstraxartec
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public_html
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test
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
    private $handler;
 
    /** @var ContainerInterface|null */
    private $container;
 
    /**
     * {@inheritdoc}
     * @throws InvalidArgumentException
     */
    public function handle(ServerRequestInterface $request): ResponseInterface
    {
        $middleware = array_shift($this->middleware);
 
        // Use default callable if there is no middleware.
        if ($middleware === null) {
            return \call_user_func($this->handler, $request);
        }
 
        if ($middleware instanceof MiddlewareInterface) {
            return $middleware->process($request, clone $this);
        }
 
        if (null === $this->container || !$this->container->has($middleware)) {
            throw new InvalidArgumentException(
                sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
                $middleware
            );
        }
 
        array_unshift($this->middleware, $this->container->get($middleware));
 
        return $this->handle($request);
    }
}
Arguments
  1. ServerRequest {}
    
  2. RequestHandler {}
    
/
home
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jhiemstraxartec
/
public_html
/
test
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
 
        // Use default callable if there is no middleware.
        if ($middleware === null) {
            return \call_user_func($this->handler, $request);
        }
 
        if ($middleware instanceof MiddlewareInterface) {
            return $middleware->process($request, clone $this);
        }
 
        if (null === $this->container || !$this->container->has($middleware)) {
            throw new InvalidArgumentException(
                sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
                $middleware
            );
        }
 
        array_unshift($this->middleware, $this->container->get($middleware));
 
        return $this->handle($request);
    }
}
Arguments
  1. ServerRequest {}
    
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jhiemstraxartec
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public_html
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test
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system
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src
/
Grav
/
Common
/
Processors
/
RequestProcessor.php
        $uri = $request->getUri();
        $ext = mb_strtolower(pathinfo($uri->getPath(), PATHINFO_EXTENSION));
 
        $request = $request
            ->withAttribute('grav', $this->container)
            ->withAttribute('time', $_SERVER['REQUEST_TIME_FLOAT'] ?? GRAV_REQUEST_TIME)
            ->withAttribute('route', Uri::getCurrentRoute()->withExtension($ext))
            ->withAttribute('referrer', $this->container['uri']->referrer());
 
        $event = new RequestHandlerEvent(['request' => $request, 'handler' => $handler]);
        /** @var RequestHandlerEvent $event */
        $event = $this->container->fireEvent('onRequestHandlerInit', $event);
        $response = $event->getResponse();
        $this->stopTimer();
 
        if ($response) {
            return $response;
        }
 
        return $handler->handle($request);
    }
}
 
Arguments
  1. ServerRequest {}
    
/
home
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jhiemstraxartec
/
public_html
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test
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
    private $handler;
 
    /** @var ContainerInterface|null */
    private $container;
 
    /**
     * {@inheritdoc}
     * @throws InvalidArgumentException
     */
    public function handle(ServerRequestInterface $request): ResponseInterface
    {
        $middleware = array_shift($this->middleware);
 
        // Use default callable if there is no middleware.
        if ($middleware === null) {
            return \call_user_func($this->handler, $request);
        }
 
        if ($middleware instanceof MiddlewareInterface) {
            return $middleware->process($request, clone $this);
        }
 
        if (null === $this->container || !$this->container->has($middleware)) {
            throw new InvalidArgumentException(
                sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
                $middleware
            );
        }
 
        array_unshift($this->middleware, $this->container->get($middleware));
 
        return $this->handle($request);
    }
}
Arguments
  1. ServerRequest {}
    
  2. RequestHandler {}
    
/
home
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jhiemstraxartec
/
public_html
/
test
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
 
        // Use default callable if there is no middleware.
        if ($middleware === null) {
            return \call_user_func($this->handler, $request);
        }
 
        if ($middleware instanceof MiddlewareInterface) {
            return $middleware->process($request, clone $this);
        }
 
        if (null === $this->container || !$this->container->has($middleware)) {
            throw new InvalidArgumentException(
                sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
                $middleware
            );
        }
 
        array_unshift($this->middleware, $this->container->get($middleware));
 
        return $this->handle($request);
    }
}
Arguments
  1. ServerRequest {}
    
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jhiemstraxartec
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public_html
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test
/
system
/
src
/
Grav
/
Common
/
Processors
/
ThemesProcessor.php
 */
 
namespace Grav\Common\Processors;
 
use Psr\Http\Message\ResponseInterface;
use Psr\Http\Message\ServerRequestInterface;
use Psr\Http\Server\RequestHandlerInterface;
 
class ThemesProcessor extends ProcessorBase
{
    public $id = 'themes';
    public $title = 'Themes';
 
    public function process(ServerRequestInterface $request, RequestHandlerInterface $handler) : ResponseInterface
    {
        $this->startTimer();
        $this->container['themes']->init();
        $this->stopTimer();
 
        return $handler->handle($request);
    }
}
 
Arguments
  1. ServerRequest {}
    
/
home
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jhiemstraxartec
/
public_html
/
test
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
    private $handler;
 
    /** @var ContainerInterface|null */
    private $container;
 
    /**
     * {@inheritdoc}
     * @throws InvalidArgumentException
     */
    public function handle(ServerRequestInterface $request): ResponseInterface
    {
        $middleware = array_shift($this->middleware);
 
        // Use default callable if there is no middleware.
        if ($middleware === null) {
            return \call_user_func($this->handler, $request);
        }
 
        if ($middleware instanceof MiddlewareInterface) {
            return $middleware->process($request, clone $this);
        }
 
        if (null === $this->container || !$this->container->has($middleware)) {
            throw new InvalidArgumentException(
                sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
                $middleware
            );
        }
 
        array_unshift($this->middleware, $this->container->get($middleware));
 
        return $this->handle($request);
    }
}
Arguments
  1. ServerRequest {}
    
  2. RequestHandler {}
    
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home
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jhiemstraxartec
/
public_html
/
test
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
 
        // Use default callable if there is no middleware.
        if ($middleware === null) {
            return \call_user_func($this->handler, $request);
        }
 
        if ($middleware instanceof MiddlewareInterface) {
            return $middleware->process($request, clone $this);
        }
 
        if (null === $this->container || !$this->container->has($middleware)) {
            throw new InvalidArgumentException(
                sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
                $middleware
            );
        }
 
        array_unshift($this->middleware, $this->container->get($middleware));
 
        return $this->handle($request);
    }
}
Arguments
  1. ServerRequest {}
    
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jhiemstraxartec
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public_html
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test
/
system
/
src
/
Grav
/
Common
/
Processors
/
PluginsProcessor.php
 
use Psr\Http\Message\ResponseInterface;
use Psr\Http\Message\ServerRequestInterface;
use Psr\Http\Server\RequestHandlerInterface;
 
class PluginsProcessor extends ProcessorBase
{
    public $id = 'plugins';
    public $title = 'Plugins';
 
    public function process(ServerRequestInterface $request, RequestHandlerInterface $handler) : ResponseInterface
    {
        $this->startTimer();
        // TODO: remove in 2.0.
        $this->container['accounts'];
        $this->container['plugins']->init();
        $this->container->fireEvent('onPluginsInitialized');
        $this->stopTimer();
 
        return $handler->handle($request);
    }
}
 
Arguments
  1. ServerRequest {}
    
/
home
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jhiemstraxartec
/
public_html
/
test
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
    private $handler;
 
    /** @var ContainerInterface|null */
    private $container;
 
    /**
     * {@inheritdoc}
     * @throws InvalidArgumentException
     */
    public function handle(ServerRequestInterface $request): ResponseInterface
    {
        $middleware = array_shift($this->middleware);
 
        // Use default callable if there is no middleware.
        if ($middleware === null) {
            return \call_user_func($this->handler, $request);
        }
 
        if ($middleware instanceof MiddlewareInterface) {
            return $middleware->process($request, clone $this);
        }
 
        if (null === $this->container || !$this->container->has($middleware)) {
            throw new InvalidArgumentException(
                sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
                $middleware
            );
        }
 
        array_unshift($this->middleware, $this->container->get($middleware));
 
        return $this->handle($request);
    }
}
Arguments
  1. ServerRequest {}
    
  2. RequestHandler {}
    
/
home
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jhiemstraxartec
/
public_html
/
test
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
 
        // Use default callable if there is no middleware.
        if ($middleware === null) {
            return \call_user_func($this->handler, $request);
        }
 
        if ($middleware instanceof MiddlewareInterface) {
            return $middleware->process($request, clone $this);
        }
 
        if (null === $this->container || !$this->container->has($middleware)) {
            throw new InvalidArgumentException(
                sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
                $middleware
            );
        }
 
        array_unshift($this->middleware, $this->container->get($middleware));
 
        return $this->handle($request);
    }
}
Arguments
  1. ServerRequest {}
    
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jhiemstraxartec
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public_html
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test
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system
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src
/
Grav
/
Common
/
Processors
/
InitializeProcessor.php
        }
 
        /** @var Uri $uri */
        $uri = $this->container['uri'];
        $uri->init();
 
        // Redirect pages with trailing slash if configured to do so.
        $path = $uri->path() ?: '/';
        if ($path !== '/'
            && $config->get('system.pages.redirect_trailing_slash', false)
            && Utils::endsWith($path, '/')) {
 
            $redirect = (string) $uri::getCurrentRoute()->toString();
            $this->container->redirect($redirect);
        }
 
        $this->container->setLocale();
        $this->stopTimer();
 
        return $handler->handle($request);
    }
}
 
Arguments
  1. ServerRequest {}
    
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jhiemstraxartec
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public_html
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test
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system
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src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
    private $handler;
 
    /** @var ContainerInterface|null */
    private $container;
 
    /**
     * {@inheritdoc}
     * @throws InvalidArgumentException
     */
    public function handle(ServerRequestInterface $request): ResponseInterface
    {
        $middleware = array_shift($this->middleware);
 
        // Use default callable if there is no middleware.
        if ($middleware === null) {
            return \call_user_func($this->handler, $request);
        }
 
        if ($middleware instanceof MiddlewareInterface) {
            return $middleware->process($request, clone $this);
        }
 
        if (null === $this->container || !$this->container->has($middleware)) {
            throw new InvalidArgumentException(
                sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
                $middleware
            );
        }
 
        array_unshift($this->middleware, $this->container->get($middleware));
 
        return $this->handle($request);
    }
}
Arguments
  1. ServerRequest {}
    
  2. RequestHandler {}
    
/
home
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jhiemstraxartec
/
public_html
/
test
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
 
        // Use default callable if there is no middleware.
        if ($middleware === null) {
            return \call_user_func($this->handler, $request);
        }
 
        if ($middleware instanceof MiddlewareInterface) {
            return $middleware->process($request, clone $this);
        }
 
        if (null === $this->container || !$this->container->has($middleware)) {
            throw new InvalidArgumentException(
                sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
                $middleware
            );
        }
 
        array_unshift($this->middleware, $this->container->get($middleware));
 
        return $this->handle($request);
    }
}
Arguments
  1. ServerRequest {}
    
/
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jhiemstraxartec
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public_html
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test
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system
/
src
/
Grav
/
Common
/
Processors
/
DebuggerProcessor.php
 */
 
namespace Grav\Common\Processors;
 
use Psr\Http\Message\ResponseInterface;
use Psr\Http\Message\ServerRequestInterface;
use Psr\Http\Server\RequestHandlerInterface;
 
class DebuggerProcessor extends ProcessorBase
{
    public $id = '_debugger';
    public $title = 'Init Debugger';
 
    public function process(ServerRequestInterface $request, RequestHandlerInterface $handler) : ResponseInterface
    {
        $this->startTimer();
        $this->container['debugger']->init();
        $this->stopTimer();
 
        return $handler->handle($request);
    }
}
 
Arguments
  1. ServerRequest {}
    
/
home
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jhiemstraxartec
/
public_html
/
test
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
    private $handler;
 
    /** @var ContainerInterface|null */
    private $container;
 
    /**
     * {@inheritdoc}
     * @throws InvalidArgumentException
     */
    public function handle(ServerRequestInterface $request): ResponseInterface
    {
        $middleware = array_shift($this->middleware);
 
        // Use default callable if there is no middleware.
        if ($middleware === null) {
            return \call_user_func($this->handler, $request);
        }
 
        if ($middleware instanceof MiddlewareInterface) {
            return $middleware->process($request, clone $this);
        }
 
        if (null === $this->container || !$this->container->has($middleware)) {
            throw new InvalidArgumentException(
                sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
                $middleware
            );
        }
 
        array_unshift($this->middleware, $this->container->get($middleware));
 
        return $this->handle($request);
    }
}
Arguments
  1. ServerRequest {}
    
  2. RequestHandler {}
    
/
home
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jhiemstraxartec
/
public_html
/
test
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
 
        // Use default callable if there is no middleware.
        if ($middleware === null) {
            return \call_user_func($this->handler, $request);
        }
 
        if ($middleware instanceof MiddlewareInterface) {
            return $middleware->process($request, clone $this);
        }
 
        if (null === $this->container || !$this->container->has($middleware)) {
            throw new InvalidArgumentException(
                sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
                $middleware
            );
        }
 
        array_unshift($this->middleware, $this->container->get($middleware));
 
        return $this->handle($request);
    }
}
Arguments
  1. ServerRequest {}
    
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jhiemstraxartec
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public_html
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test
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system
/
src
/
Grav
/
Common
/
Processors
/
ErrorsProcessor.php
 */
 
namespace Grav\Common\Processors;
 
use Psr\Http\Message\ResponseInterface;
use Psr\Http\Message\ServerRequestInterface;
use Psr\Http\Server\RequestHandlerInterface;
 
class ErrorsProcessor extends ProcessorBase
{
    public $id = '_errors';
    public $title = 'Error Handlers Reset';
 
    public function process(ServerRequestInterface $request, RequestHandlerInterface $handler) : ResponseInterface
    {
        $this->startTimer();
        $this->container['errors']->resetHandlers();
        $this->stopTimer();
 
        return $handler->handle($request);
    }
}
 
Arguments
  1. ServerRequest {}
    
/
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jhiemstraxartec
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public_html
/
test
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
    private $handler;
 
    /** @var ContainerInterface|null */
    private $container;
 
    /**
     * {@inheritdoc}
     * @throws InvalidArgumentException
     */
    public function handle(ServerRequestInterface $request): ResponseInterface
    {
        $middleware = array_shift($this->middleware);
 
        // Use default callable if there is no middleware.
        if ($middleware === null) {
            return \call_user_func($this->handler, $request);
        }
 
        if ($middleware instanceof MiddlewareInterface) {
            return $middleware->process($request, clone $this);
        }
 
        if (null === $this->container || !$this->container->has($middleware)) {
            throw new InvalidArgumentException(
                sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
                $middleware
            );
        }
 
        array_unshift($this->middleware, $this->container->get($middleware));
 
        return $this->handle($request);
    }
}
Arguments
  1. ServerRequest {}
    
  2. RequestHandler {}
    
/
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jhiemstraxartec
/
public_html
/
test
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
 
        // Use default callable if there is no middleware.
        if ($middleware === null) {
            return \call_user_func($this->handler, $request);
        }
 
        if ($middleware instanceof MiddlewareInterface) {
            return $middleware->process($request, clone $this);
        }
 
        if (null === $this->container || !$this->container->has($middleware)) {
            throw new InvalidArgumentException(
                sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
                $middleware
            );
        }
 
        array_unshift($this->middleware, $this->container->get($middleware));
 
        return $this->handle($request);
    }
}
Arguments
  1. ServerRequest {}
    
/
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jhiemstraxartec
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public_html
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test
/
system
/
src
/
Grav
/
Common
/
Processors
/
LoggerProcessor.php
 
        /** @var Config $config */
        $config = $grav['config'];
 
        switch ($config->get('system.log.handler', 'file')) {
            case 'syslog':
                $log = $grav['log'];
                $log->popHandler();
 
                $facility = $config->get('system.log.syslog.facility', 'local6');
                $logHandler = new SyslogHandler('grav', $facility);
                $formatter = new LineFormatter("%channel%.%level_name%: %message% %extra%");
                $logHandler->setFormatter($formatter);
 
                $log->pushHandler($logHandler);
                break;
        }
        $this->stopTimer();
 
        return $handler->handle($request);
    }
}
 
Arguments
  1. ServerRequest {}
    
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public_html
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test
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system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
    private $handler;
 
    /** @var ContainerInterface|null */
    private $container;
 
    /**
     * {@inheritdoc}
     * @throws InvalidArgumentException
     */
    public function handle(ServerRequestInterface $request): ResponseInterface
    {
        $middleware = array_shift($this->middleware);
 
        // Use default callable if there is no middleware.
        if ($middleware === null) {
            return \call_user_func($this->handler, $request);
        }
 
        if ($middleware instanceof MiddlewareInterface) {
            return $middleware->process($request, clone $this);
        }
 
        if (null === $this->container || !$this->container->has($middleware)) {
            throw new InvalidArgumentException(
                sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
                $middleware
            );
        }
 
        array_unshift($this->middleware, $this->container->get($middleware));
 
        return $this->handle($request);
    }
}
Arguments
  1. ServerRequest {}
    
  2. RequestHandler {}
    
/
home
/
jhiemstraxartec
/
public_html
/
test
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
 
        // Use default callable if there is no middleware.
        if ($middleware === null) {
            return \call_user_func($this->handler, $request);
        }
 
        if ($middleware instanceof MiddlewareInterface) {
            return $middleware->process($request, clone $this);
        }
 
        if (null === $this->container || !$this->container->has($middleware)) {
            throw new InvalidArgumentException(
                sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
                $middleware
            );
        }
 
        array_unshift($this->middleware, $this->container->get($middleware));
 
        return $this->handle($request);
    }
}
Arguments
  1. ServerRequest {}
    
/
home
/
jhiemstraxartec
/
public_html
/
test
/
system
/
src
/
Grav
/
Common
/
Processors
/
ConfigurationProcessor.php
 
namespace Grav\Common\Processors;
 
use Psr\Http\Message\ResponseInterface;
use Psr\Http\Message\ServerRequestInterface;
use Psr\Http\Server\RequestHandlerInterface;
 
class ConfigurationProcessor extends ProcessorBase
{
    public $id = '_config';
    public $title = 'Configuration';
 
    public function process(ServerRequestInterface $request, RequestHandlerInterface $handler) : ResponseInterface
    {
        $this->startTimer();
        $this->container['config']->init();
        $this->container['plugins']->setup();
        $this->stopTimer();
 
        return $handler->handle($request);
    }
}
 
Arguments
  1. ServerRequest {}
    
/
home
/
jhiemstraxartec
/
public_html
/
test
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
    private $handler;
 
    /** @var ContainerInterface|null */
    private $container;
 
    /**
     * {@inheritdoc}
     * @throws InvalidArgumentException
     */
    public function handle(ServerRequestInterface $request): ResponseInterface
    {
        $middleware = array_shift($this->middleware);
 
        // Use default callable if there is no middleware.
        if ($middleware === null) {
            return \call_user_func($this->handler, $request);
        }
 
        if ($middleware instanceof MiddlewareInterface) {
            return $middleware->process($request, clone $this);
        }
 
        if (null === $this->container || !$this->container->has($middleware)) {
            throw new InvalidArgumentException(
                sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
                $middleware
            );
        }
 
        array_unshift($this->middleware, $this->container->get($middleware));
 
        return $this->handle($request);
    }
}
Arguments
  1. ServerRequest {}
    
  2. RequestHandler {}
    
/
home
/
jhiemstraxartec
/
public_html
/
test
/
system
/
src
/
Grav
/
Framework
/
RequestHandler
/
Traits
/
RequestHandlerTrait.php
 
        // Use default callable if there is no middleware.
        if ($middleware === null) {
            return \call_user_func($this->handler, $request);
        }
 
        if ($middleware instanceof MiddlewareInterface) {
            return $middleware->process($request, clone $this);
        }
 
        if (null === $this->container || !$this->container->has($middleware)) {
            throw new InvalidArgumentException(
                sprintf('The middleware is not a valid %s and is not passed in the Container', MiddlewareInterface::class),
                $middleware
            );
        }
 
        array_unshift($this->middleware, $this->container->get($middleware));
 
        return $this->handle($request);
    }
}
Arguments
  1. ServerRequest {}
    
/
home
/
jhiemstraxartec
/
public_html
/
test
/
system
/
src
/
Grav
/
Common
/
Grav.php
                },
                'debuggerAssetsProcessor' => function () {
                    return new DebuggerAssetsProcessor($this);
                },
                'renderProcessor' => function () {
                    return new RenderProcessor($this);
                },
            ]
        );
 
        $default = function (ServerRequestInterface $request) {
            return new Response(404);
        };
 
        /** @var Debugger $debugger */
        $debugger = $this['debugger'];
 
        $collection = new RequestHandler($this->middleware, $default, $container);
 
        $response = $collection->handle($this['request']);
 
        $this->header($response);
        echo $response->getBody();
 
        $debugger->render();
 
        register_shutdown_function([$this, 'shutdown']);
    }
 
    /**
     * Set the system locale based on the language and configuration
     */
    public function setLocale()
    {
        // Initialize Locale if set and configured.
        if ($this['language']->enabled() && $this['config']->get('system.languages.override_locale')) {
            $language = $this['language']->getLanguage();
            setlocale(LC_ALL, \strlen($language) < 3 ? ($language . '_' . strtoupper($language)) : $language);
        } elseif ($this['config']->get('system.default_locale')) {
            setlocale(LC_ALL, $this['config']->get('system.default_locale'));
Arguments
  1. ServerRequest {}
    
/
home
/
jhiemstraxartec
/
public_html
/
test
/
index.php
 
// Set timezone to default, falls back to system if php.ini not set
date_default_timezone_set(@date_default_timezone_get());
 
// Set internal encoding if mbstring loaded
if (!\extension_loaded('mbstring')) {
    die("'mbstring' extension is not loaded.  This is required for Grav to run correctly");
}
mb_internal_encoding('UTF-8');
 
// Get the Grav instance
$grav = Grav::instance(
    array(
        'loader' => $loader
    )
);
 
// Process the page
try {
    $grav->process();
} catch (\Error $e) {
    $grav->fireEvent('onFatalException', new Event(array('exception' => $e)));
    throw $e;
} catch (\Exception $e) {
    $grav->fireEvent('onFatalException', new Event(array('exception' => $e)));
    throw $e;
}
 

Environment & details:

Key Value
replytocom
"105"
empty
empty
empty
Key Value
redirect_after_login
"/tutorials/creating-realistic-glass-material-in-3ds-max"
user
User {}
Key Value
LSPHP_ENABLE_USER_INI
"on"
PATH
"/usr/local/bin:/usr/bin:/bin"
TEMP
"/tmp"
TMP
"/tmp"
TMPDIR
"/tmp"
PWD
"/"
HTTP_ACCEPT
"*/*"
CONTENT_LENGTH
"0"
HTTP_HOST
"3dvalley.com"
HTTP_REFERER
"http://3dvalley.com/tutorials/creating-realistic-glass-material-in-3ds-max/?replytocom=105"
HTTP_USER_AGENT
"claudebot"
REDIRECT_REDIRECT_UNIQUE_ID
"ZgXJ1d8h8QOkccH-xVSlDQAAABY"
REDIRECT_REDIRECT_SCRIPT_URL
"/tutorials/creating-realistic-glass-material-in-3ds-max"
REDIRECT_REDIRECT_SCRIPT_URI
"http://3dvalley.com/tutorials/creating-realistic-glass-material-in-3ds-max"
REDIRECT_REDIRECT_USER_ID
"4251328"
REDIRECT_REDIRECT_STATUS
"200"
REDIRECT_UNIQUE_ID
"ZgXJ1d8h8QOkccH-xVSlDQAAABY"
REDIRECT_SCRIPT_URL
"/tutorials/creating-realistic-glass-material-in-3ds-max"
REDIRECT_SCRIPT_URI
"http://3dvalley.com/tutorials/creating-realistic-glass-material-in-3ds-max"
REDIRECT_USER_ID
"4251328"
REDIRECT_STATUS
"200"
UNIQUE_ID
"ZgXJ1d8h8QOkccH-xVSlDQAAABY"
SCRIPT_URL
"/tutorials/creating-realistic-glass-material-in-3ds-max"
SCRIPT_URI
"http://3dvalley.com/tutorials/creating-realistic-glass-material-in-3ds-max"
USER_ID
"4251328"
SERVER_SIGNATURE
""
SERVER_SOFTWARE
"Apache"
SERVER_NAME
"3dvalley.com"
SERVER_ADDR
"160.153.32.224"
SERVER_PORT
"80"
REMOTE_ADDR
"44.200.196.114"
DOCUMENT_ROOT
"/home/jhiemstraxartec/public_html"
REQUEST_SCHEME
"http"
CONTEXT_PREFIX
""
CONTEXT_DOCUMENT_ROOT
"/home/jhiemstraxartec/public_html"
SERVER_ADMIN
"webmaster@3dvalley.com"
SCRIPT_FILENAME
"/home/jhiemstraxartec/public_html/test/index.php"
REMOTE_PORT
"57962"
REDIRECT_URL
"/test/tutorials/creating-realistic-glass-material-in-3ds-max"
REDIRECT_QUERY_STRING
"replytocom=105"
SERVER_PROTOCOL
"HTTP/1.1"
REQUEST_METHOD
"GET"
QUERY_STRING
"replytocom=105"
REQUEST_URI
"/tutorials/creating-realistic-glass-material-in-3ds-max?replytocom=105"
SCRIPT_NAME
"/test/index.php"
PHP_SELF
"/test/index.php"
REQUEST_TIME_FLOAT
1711655381.3431
REQUEST_TIME
1711655381
Key Value
LSPHP_ENABLE_USER_INI
"on"
PATH
"/usr/local/bin:/usr/bin:/bin"
TEMP
"/tmp"
TMP
"/tmp"
TMPDIR
"/tmp"
PWD
"/"
0. Whoops\Handler\PrettyPageHandler
1. Whoops\Handler\CallbackHandler