I am having trouble gettings a correct refraction with materials using a red fog color on single sided objects. The problem is this: I often get car models from manufacturers which were optimized for realtime usage. That means that all the rearlight covers for example are single sided. Now, if I apply a glass material with a fog color to it, I get a dark refraction, because I assume that Vray is looking for the backside (which is not there of course). My solution to this is copying the rearlight covers, moving it some millimeters and flip the normals to the other side. This results in a correct refraction, but it is a lot of work, because there can be many glass parts on cars... Is there I simpler solution to this? I have heard that other renderers have a "thickness" setting in some shaders to fake this.
Regards
Oliver
Regards
Oliver
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