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  • #16
    Thanks Dmitry,

    I will explore that even if I get a pretty decent result now with single material mapped in bump and refraction color amount.

    cheers
    www.mirage-cg.com

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    • #17
      Hi,

      I have a question. Could it be that there is a certain bug or limitation with frosted glass seen through refraction? (typically, a frosted glass seen through a glass sheet)

      a quick answer would make me happy
      www.mirage-cg.com

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      • #18
        Originally posted by waaazoo View Post
        Hi,

        I have a question. Could it be that there is a certain bug or limitation with frosted glass seen through refraction? (typically, a frosted glass seen through a glass sheet)

        a quick answer would make me happy
        to illustrate, here are two tests. Test1 is with frosted glass (refraction glossiness) and Test2 is with bumped glass (no refraction glossiness). The glass is seen through one or two sheets of glass (clear glass) on the left. With the blurred refrection, when seen through two clear glass sheets, it seems to reduce the glossiness. This can't be normal. Is this a known limitation/bug ? Am I doing something wrong?
        www.mirage-cg.com

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        • #19
          have you tried with adding a bit of sub surface scattering into your glass?
          this is VRayScatterVolume plus reflection/refraction layer (on the right) with "common" glass shader on the left:
          Attached Files
          Marcin Piotrowski
          youtube

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          • #20
            Originally posted by piotrus3333 View Post
            have you tried with adding a bit of sub surface scattering into your glass?
            this is VRayScatterVolume plus reflection/refraction layer (on the right) with "common" glass shader on the left:
            Thanks Piotrus, this is really interesting! do you have a sphere with lightmaterial or a vray light sphere in your scene? Is the material applied to the whole object?

            ..... after quick search.... this seems available only for 3dsMax :/ (for now, I suppose)
            www.mirage-cg.com

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            • #21
              vray lighs inside the wineglasses plus dome with hdr environment. whole mesh is one shader. you can use vray sss material or translucency in VRayMtl I guess.
              Marcin Piotrowski
              youtube

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