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Here is a rendering using mia_material_X for the different surfaces and a Physical Sun and Sky shader for the light source. The tessellated skin has a thick glass preset applied to it and then different settings were used to cause it to become more opaque.
The surrounding context was also imported from revit and has a Material_X (preset: matte finish) applied to it.
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The mullions have a stained metal material from the Material_X preset.
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