Hi all,
At the office a guy that comes from using mental ray told me that glass in vray never looks real, as opposed to mental ray.
And I tried to defend vray but I think he's right.
I don't think it's a vray's problem, but that I couldn't get to the "perfect" (biased) settings to replicate realistic glass. It always looks either plastic or like the surface of soap bubble kind of.
May be you can help me out to show this guy.
Discarding any influence of incoming light or light on either side, which may vary...
My settings for glass are:
-vray material
-falloff fresnel map in reflection with dark grey and pure white.
-98% refraction with black in diffuse.
-I tried with fog, but in reality good quality glass shouldn't have a colored tint on it.
-IOR ...whatever: 1.5 or 1.6 perhaps?
- thickness, I tried from 1cm to 1inch. Same thing.
-I never scatter the reflection (no glossiness diffusing)
- bc reflection plays a big part in glass (the dynamic range in the real world is much much wider than just a self illuminated bitmap). I used these techniques:
a. vraysky
b. vraysky inside an output map to double the intensity without changing the intensity of the sun.
c. HDRI - but I can't get good control for specific projects.
d. bitmaps in vraylghtmtl applied to planes. Those planes without GI-shadow projection.
e. a pseudo HDRI by blending 2 vrlightmtrl with low-high intensity respectively, and a gradient to blend them.
What do you think?
At the office a guy that comes from using mental ray told me that glass in vray never looks real, as opposed to mental ray.
And I tried to defend vray but I think he's right.
I don't think it's a vray's problem, but that I couldn't get to the "perfect" (biased) settings to replicate realistic glass. It always looks either plastic or like the surface of soap bubble kind of.
May be you can help me out to show this guy.
Discarding any influence of incoming light or light on either side, which may vary...
My settings for glass are:
-vray material
-falloff fresnel map in reflection with dark grey and pure white.
-98% refraction with black in diffuse.
-I tried with fog, but in reality good quality glass shouldn't have a colored tint on it.
-IOR ...whatever: 1.5 or 1.6 perhaps?
- thickness, I tried from 1cm to 1inch. Same thing.
-I never scatter the reflection (no glossiness diffusing)
- bc reflection plays a big part in glass (the dynamic range in the real world is much much wider than just a self illuminated bitmap). I used these techniques:
a. vraysky
b. vraysky inside an output map to double the intensity without changing the intensity of the sun.
c. HDRI - but I can't get good control for specific projects.
d. bitmaps in vraylghtmtl applied to planes. Those planes without GI-shadow projection.
e. a pseudo HDRI by blending 2 vrlightmtrl with low-high intensity respectively, and a gradient to blend them.
What do you think?
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