I hope to reach Vlado or any V-Ray developer with a request, that maybe would be easy or not to do.
If you like me work a lot in industrial design you run into a problem when ever you need to render very realistic glass that is not flat. Well Glass actually is never really flat, but what I mean are the curved glasses, or plastic glasses you find on every car light. Those glasses often come as single sided surfaces from CAD, or we need to remodel them to get rid of nasty tessellation artifacts. Now there is one problem if you do that outside a CAD application, the glasses are very tiny, 2-5mm and still it is important to have the exact depth. Often you will get some refraction problems because the solidified mesh is not always exactly and that may result in some unrealistic refraction effects. This is even worse when dealing with SUB-D mesh, as its interpolation is less precise then NURBS.
Long explanation, simple wish, can we have some kind of solidify in rendering? So any single sided mesh gets a little bit of depth. Almost like a displacement on render time but with render controlled accuracy and two sided. I'm not sure how difficult that would be to develop, but I think it would be an outstanding useful feature for everyone dealing with glasses, and may also helpful in other cases.
If you like me work a lot in industrial design you run into a problem when ever you need to render very realistic glass that is not flat. Well Glass actually is never really flat, but what I mean are the curved glasses, or plastic glasses you find on every car light. Those glasses often come as single sided surfaces from CAD, or we need to remodel them to get rid of nasty tessellation artifacts. Now there is one problem if you do that outside a CAD application, the glasses are very tiny, 2-5mm and still it is important to have the exact depth. Often you will get some refraction problems because the solidified mesh is not always exactly and that may result in some unrealistic refraction effects. This is even worse when dealing with SUB-D mesh, as its interpolation is less precise then NURBS.
Long explanation, simple wish, can we have some kind of solidify in rendering? So any single sided mesh gets a little bit of depth. Almost like a displacement on render time but with render controlled accuracy and two sided. I'm not sure how difficult that would be to develop, but I think it would be an outstanding useful feature for everyone dealing with glasses, and may also helpful in other cases.