I have been waiting to post this until I upgraded from v.1.5 to v.2x to make sure it still is relevant.
Something I often do is try to distort glass facades to emulate bulges and such in the glass panes. The most "correct" way for this would be to subdivide the panes and physically bulge\distort them.
This is of course not practical with scenes containing lots of large curtain walls and such.
So ideally I then face map each glass pane and use something like Multitexture or bercon gradient with a selection of custom "bulge maps" for bump randomly distributed and random strength.
Since the glass has volume, the back side of each pane needs the direct opposite bulge to not appear like a large square lens. So I then set 3 id's: Front, edge and back, where side has no bump in it's material, and back has the same as front but with a negative value. (I.E bump 30 front, and -30 back).
This is where Vray starts acting up. As you can see in the attached scene, the fog turns the window really dark. Disabling the bump makes the glass look normal. This happens both with 2 sided checked and unchecked in the VRay material-options.
What is the correct way of doing this? It also happens when using a regular noise map for bumping the total fasade, so its not related to the plugins.
If this is so difficult to calculate, could we maybe get a specialised shader for this ?
https://dl.dropbox.com/u/11737977/Glass-Problem.7z
Something I often do is try to distort glass facades to emulate bulges and such in the glass panes. The most "correct" way for this would be to subdivide the panes and physically bulge\distort them.
This is of course not practical with scenes containing lots of large curtain walls and such.
So ideally I then face map each glass pane and use something like Multitexture or bercon gradient with a selection of custom "bulge maps" for bump randomly distributed and random strength.
Since the glass has volume, the back side of each pane needs the direct opposite bulge to not appear like a large square lens. So I then set 3 id's: Front, edge and back, where side has no bump in it's material, and back has the same as front but with a negative value. (I.E bump 30 front, and -30 back).
This is where Vray starts acting up. As you can see in the attached scene, the fog turns the window really dark. Disabling the bump makes the glass look normal. This happens both with 2 sided checked and unchecked in the VRay material-options.
What is the correct way of doing this? It also happens when using a regular noise map for bumping the total fasade, so its not related to the plugins.
If this is so difficult to calculate, could we maybe get a specialised shader for this ?
https://dl.dropbox.com/u/11737977/Glass-Problem.7z
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