Hello,
recently I found a strange vray material behavior when using glass shader with imported parts (MOI3D->3ds max).
In some cases, it causes reflection and refraction artifacts. Maybe it cause other artifacts as well, which are not so clearly noticeable.
To reproduce the artifacts:
01. take some imported sheet of something from MOI3D (it comes with explicit normals)
02. select one polygon -> inverse -> delete. Then copy the polygon in sub-object level and add shell modifier - everything renders fine
03. rotate (not flip) one of the polygon with shell modifier active and you can immediately see the reflection and refraction artifacts. They make bend and tunnel effects. The whole surface also looks more like mirror.
04. if you add the edit normals modifier, then the problem is gone. you can also break the normals. (tried in vray 5, not sure if it works the same with vray next)
UPD to 04 : the problem is still there if you rotate/flip the polygon again or copy the object (tried with vray next). The only solution in vray is to add edit normals modifier -> select all normals-> reset (normal vectors should have a blue color)
This problem exists in vray next and latest vray 5 versions.
Glass shader is very simple:
diffuse - black
reflect - white
refract - white
color tint via fog
IOR 1,52
reflect on back side
GGX + Glossy fresnel.
At the same time corona renderer 8 has no problems with handling such geometry at all (tested on legacy material and physical material)
Please look at the attachments and tell me if you need the scenes for investigation.
Best regards
recently I found a strange vray material behavior when using glass shader with imported parts (MOI3D->3ds max).
In some cases, it causes reflection and refraction artifacts. Maybe it cause other artifacts as well, which are not so clearly noticeable.
To reproduce the artifacts:
01. take some imported sheet of something from MOI3D (it comes with explicit normals)
02. select one polygon -> inverse -> delete. Then copy the polygon in sub-object level and add shell modifier - everything renders fine
03. rotate (not flip) one of the polygon with shell modifier active and you can immediately see the reflection and refraction artifacts. They make bend and tunnel effects. The whole surface also looks more like mirror.
04. if you add the edit normals modifier, then the problem is gone. you can also break the normals. (tried in vray 5, not sure if it works the same with vray next)
UPD to 04 : the problem is still there if you rotate/flip the polygon again or copy the object (tried with vray next). The only solution in vray is to add edit normals modifier -> select all normals-> reset (normal vectors should have a blue color)
This problem exists in vray next and latest vray 5 versions.
Glass shader is very simple:
diffuse - black
reflect - white
refract - white
color tint via fog
IOR 1,52
reflect on back side
GGX + Glossy fresnel.
At the same time corona renderer 8 has no problems with handling such geometry at all (tested on legacy material and physical material)
Please look at the attachments and tell me if you need the scenes for investigation.
Best regards
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