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  • IOR issue

    Im having trouble building a car window shader in vray. Basically I want car windows that have little to no refraction so that the interior of the car is not distorted, but I want the accurate index of reflection of glass. So it seemed that the best way of achieving this was to unlock the fresnel IOR from the Refraction IOR. However when I do that the Fresnel IOR causes the reflections to act completely differently than when the fresnel is locked to the refraction IOR.

    So when I have the fresnel locked to the refraction IOR at a setting of 1.6 , the reflections look and act great, but the refraction through the windows totally distorts my interior.If I set the refraction to 1.0, unlock the fresnel, and then set the fresnel IOR to 1.6, the interior looks good but the reflections are dim and the IOR is wrong.

    Ive tried flat geo and one with some thickness. Could that be a problem?

    The attachments show an IOR of 1.1 and then 1.0.

    Does anyone have any suggestions?

    Thanks!
    Attached Files

  • #2
    so I figured a work around. I set the IOR to 1.0. Then I started by using a sampler info node and ramp piped into ref color, but that thing never looks natural. Then I learned that vray has a "fresnel" texture. So I turned off fresnel in the vray mtl and then piped the fresnel texture into the ref color. Worked great. Not sure why the unlock IOR option works differently.

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    • #3
      The reflect IOR option works slightly differently as it still has to match total internal reflections if there are any - for this reason there is still some dependency on the refractive IOR. For your particular case, the VRayFresnel texture will work best.

      Best regards,
      Vlado
      I only act like I know everything, Rogers.

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