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  • Layered glass getting darker and darker

    Hi everyone.

    I have a general problem with layered glass. Every layer is getting darker and darker - even if I do not look through them - they are just stacked behind each other, all sharing the same material. See the image of a simple scene - some blocks with a fully refractive material and a pure white environment color, no GI, no gamma-correction or anything.

    I know in finalRender there was an option to define the energy loss for each tracing, but I do not find this kind of option in VRay.

    But I´m not sure if it is a tracing-problem, because in the image the block in the back is the darkest - even if two rays should be enough to trace through the surfaces to fully see the background.

    Setting every cutoff possible to zero and cranking up the "Max Depths" for reflections and refractions does not solve the problem...

    ...well, cranking up the "Max Depths" (e.g. 200) at least does something, but it makes it more and more weird...

    Anyone any suggestions?

    Is it possible to let´s say trace through 100 sheets of glass without loosing energy?

    I also added a simple test-scene...

    Thank you and kind regards.

    Sascha
    Attached Files

  • #2
    I can't open that file maybe done in upper version than 3ds max 2011, in my opinion, (I do a lot of renders with glasses), is better to avoid the inside faces of the 3 layered boxes u always get a gradient in their borders as shown in your image and plus u'll get darker shadows from those distinct objects close each others (I'd avoid complete overlapping faces between their faces). To avoid the effect of a gradient color from their borders merge the 3 boxes in unique mesh and delete the inside faces, u'll get the correct shadows less dark respect distinct objects. Hope it can help, my english is not so good. If I'll have time I'll attach a little file
    Attached Files
    Last edited by pengo; 29-11-2012, 06:50 AM. Reason: to attach img
    Workstation: Asus p9x79WS I7 3930K Noctua NH-D14@4200GHz SE2011 16GB RAM Kingston Hyperx Beast SSD 500Gb Samsung x2 SATA3 WD raid edition4 64MB GTX760 2GB DDR5 CoolerMaster 690III

    https://www.facebook.com/essetreddi..../photos_albums

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    • #3
      Originally posted by pengo View Post
      in my opinion, (I do a lot of renders with glasses), is better to avoid the inside faces of the 3 layered boxes
      Hi pengo.

      Thank you for your tips, that is a cool idea if the block stays always attached. But I don´t think this fits my needs, because the layered block itself is the plot - I have to show the assembeled block and then I have to show all the layers one by one - so I cannot delete inner faces.

      I think in worst case I have to use this trick blending between opacity-mapped inner faces to make them invisible while assembled - but that is very timeconsuming and I will have a visible gap while blending...

      Sascha

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      • #4
        Is there no way to get this fully transparent?

        Still struggeling and I do not get a good result.

        Regardless of rendertimes - is there a way to get these glass-blocks looking really transparent?

        I figured out that the reflections are the problem - if I turn them of the block is fully transparent without any loss of lightness. If I turn on the reflections every iteration seems to steal something from the lightness - resulting in a darker and darker look.

        Please I would really appreciate if anyone has a solution for me.

        I link two max-files - its the same for max 2011 and 2012 - and attach a rendering from what I get.

        http://www.deepartmend.de/tl_files/e...m_max_2012.zip

        http://www.deepartmend.de/tl_files/e...m_max_2011.zip


        Help...

        Sascha
        Attached Files

        Comment


        • #5
          yes there is something weird going on here
          if I apply my own glass material to your objects, I get it in reverse
          then it starts of dark, and goes lighter

          even if I recreate your objects, I still get the same result
          Last edited by Morne; 11-12-2012, 03:28 AM.
          Kind Regards,
          Morne

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          • #6
            if you delete the big inner polys, then it works perfect
            Kind Regards,
            Morne

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            • #7
              Originally posted by Morne View Post
              yes there is something weird going on here
              if I apply my own glass material to your objects, I get it in reverse
              then it starts of dark, and goes lighter
              Yes, this happens if the max depth for reflections and reflections are too low to represent the count of the faces that have to be traced. In my example I have to trace through 7 layers which means at least a depth of 14 is needed for reflections and reflections to trace through. Setting this to the default of 5 leads to the effect you described - but now the traces can´t see through the whole block. The break-even is 8 for both - lower than this leads to darker front, higher than 7 leads to darker back...

              Comment


              • #8
                Originally posted by Morne View Post
                if you delete the big inner polys, then it works perfect
                Yeah, pengo mentioned that, but I can´t delete them, because I have to show all layers individually in an animation...

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                • #9
                  although, "perfect" is debatable:
                  Click image for larger version

Name:	test.jpg
Views:	1
Size:	277.4 KB
ID:	846501
                  Kind Regards,
                  Morne

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                  • #10
                    Originally posted by Sascha Selent View Post
                    Yeah, pengo mentioned that, but I can´t delete them, because I have to show all layers individually in an animation...
                    Sorry I missed that part the 1st time around...
                    Kind Regards,
                    Morne

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                    • #11
                      ok got a fix
                      Instead of the planes each being a small distance from each other, rather make each one overlap the previous a bit. That seems to work
                      Click image for larger version

Name:	test2.jpg
Views:	1
Size:	228.3 KB
ID:	846502
                      this time its perfect(ish), well its getting there
                      Last edited by Morne; 11-12-2012, 03:52 AM.
                      Kind Regards,
                      Morne

                      Comment


                      • #12
                        Originally posted by Morne View Post
                        although, "perfect" is debatable:
                        [ATTACH=CONFIG]12253[/ATTACH]
                        Is this with deleted inner polys? Looks weird...
                        Last edited by Sascha Selent; 11-12-2012, 03:56 AM.

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                        • #13
                          Originally posted by Sascha Selent View Post
                          Is this with deleted inner polys? Looks weird...
                          yes that was

                          But my second test with them overlapping seems to work more or less like you want. There is still darkening to the front, but it is a whole lot less obvious than what it was
                          Kind Regards,
                          Morne

                          Comment


                          • #14
                            Originally posted by Morne View Post
                            ok got a fix
                            Instead of the planes each being a small distance from each other, rather make each one overlap the previous a bit. That seems to work
                            [ATTACH=CONFIG]12254[/ATTACH]
                            this time its perfect(ish), well its getting there
                            Awa - thats interesting...

                            ...didn´t try this...

                            I´ll check it...

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