The methods vary depending on if the glass is thin walled or volumetric.Volumetric tinted glass usually gives more realistic results. You can do it with the Uber shader, but an easier method is the Colored Flint Glass shader located under 'NVIDIA MDL Examples.' The flint glass shader is one of the nVidia examples, and does not use the Daz Iray Uber shader nodes, so some of the familiar control settings are not available. However, it might do what you need.
Change to a grayscale color -- light or medium gray -- then for a typical block of glass, dial down the Index of Refraction to maybe 1.35. Play with the Distance Scale to set how "deep" the coloration should be. Base it on the thickness of the object you are shading.
The following "plate glass" uses a glass color of 0.3, IOR of 1.35, and distance of 2. I took a primitive cube and reduced its "thickness" to maybe 15-25cm or so.
Comments
Acording to documentation it can be done by changing the glossy color or the refraction color, although it specifies for thin walled glass only.
The methods vary depending on if the glass is thin walled or volumetric.Volumetric tinted glass usually gives more realistic results. You can do it with the Uber shader, but an easier method is the Colored Flint Glass shader located under 'NVIDIA MDL Examples.' The flint glass shader is one of the nVidia examples, and does not use the Daz Iray Uber shader nodes, so some of the familiar control settings are not available. However, it might do what you need.
Change to a grayscale color -- light or medium gray -- then for a typical block of glass, dial down the Index of Refraction to maybe 1.35. Play with the Distance Scale to set how "deep" the coloration should be. Base it on the thickness of the object you are shading.
The following "plate glass" uses a glass color of 0.3, IOR of 1.35, and distance of 2. I took a primitive cube and reduced its "thickness" to maybe 15-25cm or so.