About transparencies in MAYA 4.0
It's a raytrace simple sample of glass shader :
In this case the shape have not thickness.. So, we can use "surfaceThickness" attribut

This shaders is based on the setup of material shader.
Blinn or phong give the specular quality.



Shaders with two surfaces: (a spher in a sphere...) a simple shader :
We use th same but whitout thickness and more refraction limit:

This shader use blender and lightinfo node :

Facing ratio allows to handle specular et reflectivity
(cf : v4-mel-glass.mb)
(This shader uses connections of "ShaderSample" of version 3 : EASY_TRANSP.ma):

He uses Extra attributes to command the values of transparencies :

Its possible tu use a mel script to find the quality of glass :
( the mel : project Pshaders/mel/Tverre.mel. And the procedure name is cglass.Its a sample version...)
In this sample you can choose automaticaly type of glass : smooth , noise, square, cathedral.
You define the color, the specular....

An you can obtain :



