Am I safe to set IOR for refraction to 1.0 for a walkthrough animation? The material editor goes weird.
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Architectural glass for animation
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Architectural glass for animation
Kind Regards,
Richard Birket
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I'm never using 1, I tend to use 1.01... Never tried it in animation. Why not using the normal 1.6'ish glass??Alain Blanchette
www.pixistudio.com
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Originally posted by thablanch View PostI'm never using 1, I tend to use 1.01... Never tried it in animation. Why not using the normal 1.6'ish glass??
I'm also struggling with the fog colour at the minute. I'm not sure what has happened since I reinstalled my machine, but the green tint I usually apply to 'in-scene-rendered-glass' is rendering VERY green. I have reduced the fog multiplier to 0.001 and a VERY slight green colour in the colour slot, but it is still looking way too green. Puzzling...Kind Regards,
Richard Birket
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I'm setting my refraction colour to change the glass colour and leave the fog colour at deafult. I find it is easier to control this way
hint: the colour you pick will be MUCH brighter and more saturad so pick a very very slight green colour.Kind Regards,
Morne
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Originally posted by tricky View PostOne or two of my shots are looking at a piece of glass at quite an oblique angle, so the distortions are quite high. My client is the type of client who would say: "That isn't right. Can you get rid of the distortions please?"!
anyway, ior 1,0 it's safe to use, as long as I know.Last edited by rivoli; 14-09-2010, 07:11 AM.
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Yeah I believe the last 2 comments are correct - if your glass geometry has a thickness you should use an IOR of 1.6 - If your glass is single sided poly, use IOR 1.0 (or 1.01)chris
www.arc-media.co.uk
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Glass is modelled with thickness.
However, when you look along a pane of glass (with thickness of, for example, 6mm) very obliquely, the thickness you are looking through is effectively greater, meaning bigger distortions, right? Maybe I misunderstand this, but I always figured looking straight at a piece of glass (i.e. perpendicular to it) would give much less refractive 'distortion' than looking at a much shallower angle.Kind Regards,
Richard Birket
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I always use an IOR (refraction) of 1.0 and for the (reflection) IOR a 1.6 for the distortion in the bump map but not in the refraction (because of the distortion trough the glass itself)
@Tricky yes in Mateditor it looks weird, but at rendering it's ok.
best regards
themaxxerPixelschmiede GmbH
www.pixelschmiede.ch
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Originally posted by tricky View PostHowever, when you look along a pane of glass (with thickness of, for example, 6mm) very obliquely, the thickness you are looking through is effectively greater, meaning bigger distortions, right? Maybe I misunderstand this, but I always figured looking straight at a piece of glass (i.e. perpendicular to it) would give much less refractive 'distortion' than looking at a much shallower angle.
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Maybe I am looking at a piece of problem glass geometry then. It was given to me. I will remodel and see what happens.Kind Regards,
Richard Birket
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