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  • #31
    Re: Stacked glass material

    Still more playing around -
    1. I found that using GI instead of camera and sky environment makes for faster rendering. May be faster than HDRI - probably depends on the resolution of the map. *edit - in fact, the biggest difference between renders has been the camera view I am using. The more I am looking at the edge sides, the longer the render takes. Choose your camera position wisely!*
    2. I just found out why the box-mapping is important! fog color doesn't work unless the material is continuous for the entire object.... Something new I learned. thanks Emil!

    -Andy

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    • #32
      Re: Stacked glass material

      Hi all
      Guys you are amazing and thank you very much for all your effort ;D
      I know that I used the same bump map in the same position (just lazy) but it was to check if it multiplied render time.
      Emil thanks for correction of bump map, new to bumps and a bit work to understand how it works.
      Andy great info and tests, I think that the greenish is looking good and the "compressed" stack is near what I want so I am looking at much time rolling my tumbs....
      About: 2. I just found out why the box-mapping is important! fog color doesn't work unless the material is continuous for the entire object
      Could you be more specific, since its important to me with the color of the glass and I am just getting the hang of box-mapping?
      Also thanks deanfitton for clarifying.
      Grateful here in sweden
      Per

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      • #33
        Re: Stacked glass material

        You're most welcome Per, glad we could help.
        fog color - vray apparently doesn't calculate fog color unless the entire object is the same material. If you use a mapped material for one side, and a smooth one for the other, vray doesn't consider the volume closed, therefore has no volume to calculate fog. That's why the box map is so useful, it is one material for vray's purposes.
        That's the best I understand it, if others have a better explanation, or if it happens a different way, I would be curious to know.

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        • #34
          Re: Stacked glass material

          I find that vray acts funny with refractions on single surfaces - it tends to exaggerate the IOR. Didn't know about the fog color issue, but it's a refraction property so maybe it make sense. If you don't use the divided texture space then the only way to get a different material on each side of the box is to explode it into single surfaces, which then have issues with refraction.
          emil mertzel
          vray4rhinoWiki

          Lookinglass Architecture and Design

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          • #35
            Re: Stacked glass material

            from old threads:
            ... some times, if a glass object exist as independent surfaces (for example for a window sheet - you could use outer and inner surfaces only) than it helps to convert the NURBS to a mesh and than join this meshes. Not connected meshes can be joined, but not connected NURBS can't be joined.
            .....
            Important: glass sheet sides must be joined. If single surfaces are needed, than it helps to convert the surfaces to meshes and join them. The normals must show outwards.
            .... and here the first post from the good old times about the "surfaces must be joined to get it rendered as one glass object":

            http://forum.asgvis.com/index.php?to...11263#msg11263

            The Vray engine needs joined parts to know, which surfaces are part of a single object. Normals should showfrom in- to outside of the material. Example where only joined meshes helps - air bubbles inside glass/water.
            www.simulacrum.de - visualization for designer and architects

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            • #36
              Re: Stacked glass material

              cool - i love the joined meshes trick!
              emil mertzel
              vray4rhinoWiki

              Lookinglass Architecture and Design

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