You don't have to be smart... just know where to look. ;) There was a glass tutorial posted a few years back (when Posette was our main figure!). Last Christmas, Westonmi made a set of glass MATs as part of the FaeryeWylde solstice giveaway. Various people have played with it, mostly when they need ghosts or statues or goddesses or aliens. The key word is "play"! Too many people use preset MATs and forget how to twiddle dials... or how much fun it is to make something new. First, using Poser 4 or ProPack, go into the Render > Materials dialogue box. On the top left you'll find a pull-down menu listing all the figures and objects you can modify. Open that and select your garment. On the top right is a list of parts for that garment. Suppose that you only want the sleeves to be clear and the bodice solid? Or the boots clear but the clasps to be metal? Easy! Select the exact item you want to glassify. You see 4 color boxes for object, highlight, ambient, and reflective? Make them: white, white, black, white. Select a highlight size, maybe start with 80 or so. Transparency Max to 100%, falloff to 0. No texture. Repeat for anything else you want to make clear, and hit OK. For Poser 5 you'll do a similar thing with the nodes for these qualities. That was the straightforward part. In my blue figure post #3 there are 2 Vickis inside each other plus the gown and the transparencies went from 95% to 98% IIRC, the object color was a blueish tint as well. This is part of where you get to experiment. The important part is the lighting. It will make or break your effect. Go to RDNA if you haven't been there before and nab a couple of Traveler's free light sets. A single spot probably isn't going to give you what you want so hunt for ones with lots of colors: vivid, corpse, daylight, hell, spring... whatever strikes your mood. Play. Throw some lights on the figure and see what colors work for your scene. If you are using ProPack or Poser 5, you can run Ockham's python sript to delete lights. Play some more. The factors which distinguish various materials (glass crystal, plastic) are brightness/color of highlight and size of highlight and whether the object color comes through the highlight. This takes experimenting. When you get a setting that you like, write it down. Old glass on a seashore is going to have more natural color than a new glass, depending upon the metals in it. But these are subtle points... first go make some glass critters and props and then when you are confident that you can turn anything into glass, start playing some more. Carolly Here are 6 samples showing what various lights do for the same setup. The quiet one is Anton's moonlight, everything else by Traveler, with some tweaking.