Messing around on Maya i decided to take short break from the actual watch and run some tests rendering glass materials. Of course watch companies don't use glass for their watches. The crystal protecting most watches' hands and inner mechanisms is usually highly polished quartz crystal (mineral or synthetic) due to its anti-scratch qualities, low distortion levels and overall strength. Of course i don't mind about the actual physical strength of the crystal for my project, but i thought since the camera will come pretty close to the crystal (it will cross through it actually), it would be wise to have a Photorealistic crystal prepared.
I have played around with many of the glass shaders available online (once again,
highend3d.com) and most of the times i have abandoned testing phases without any concluding results; so this time i decided to go that extra mile i had never gone.
The basic characteristics i'm looking for in this shader are:
-High reflectivity
-96% - 98% transparency (with some slight opacity nearing the edges)
-a fine balance between distortion, credibility and usability


Right off the shelf i got some pretty convincing results. Of course they will still need much further tweaking, but i was pleasantly surprised to see that i am not as lost or helpless as i thought. As you can note on two of the tests, i replaced the funky-looking grid reflection with a skyline (to simulate something that would be reflected in real life). I played around with the transparency and reflectivity gradients around the edges and i found that using a Smooth V-Ramp gradient (going from dark gray to black) showed the best results (far left).
As soon as i crank out some more tests i will add to this post.