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  • Render glass behind glass issue

    Hello,
    I have a strange problem do a rendering of a sliding-door. The panels get stacked behind each other. If there are just two panels stacked everyting is ok (see image1 attached), but at 3 panels the background get very heavy zoomed in in the area of the panels (see image2 attached). I don'nt want to have this behavor. Do anyone know how to prevent this? I searched a lot, sadly without success. I hope anyone can help me in this case.

    Best Regards
    Andreas

  • #2
    Check the surface normals and be sure you have enough depth in the rays for the transparencies.
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    • #3
      Originally posted by sirio76 View Post
      Check the surface normals and be sure you have enough depth in the rays for the transparencies.
      Hi,
      thank you very much for reply. Can you give me a bit more datails, please. I am very new to vray. Thank you very much

      Best Regards
      Andreas
      Last edited by andreas_frank; 04-05-2021, 01:54 AM.

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      • #4
        Hi andreas_frank,

        Can you try increasing the Max Trace Depth Value either from the glass material or globally from the Asset Editor > Render Parameters > Optimizations > Max Trace Depth, as indicated in this screenshot? This will have an impact on the reflection and refraction depth (number of ray bounces/refractions); to read more about Max Trace Depth, please head to: https://docs.chaosgroup.com/display/...-Optimizations

        Let us know if that helps - thanks!
        Nikoleta Garkova | chaos.com

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        • #5
          Originally posted by nikoleta.garkova View Post
          Hi andreas_frank,

          Can you try increasing the Max Trace Depth Value either from the glass material or globally from the Asset Editor > Render Parameters > Optimizations > Max Trace Depth, as indicated in this screenshot? This will have an impact on the reflection and refraction depth (number of ray bounces/refractions); to read more about Max Trace Depth, please head to: https://docs.chaosgroup.com/display/...-Optimizations

          Let us know if that helps - thanks!
          Hi Nikoleta,

          yes, this solved my issue. Thanks a lot

          Best regards
          Andreas

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          • #6
            Hi andreas_frank,

            Here's some more useful info on the trace depth limit management in V-Ray:

            Production CPU rendering:
            • Settings / Render Parameters / Optimizations / Max Trace Depth - When enabled, overrides the trace depth of all material reflections and refractions. The materials' depth params are ignored.
            • When the global max depth is disabled the Reflection and Refraction depths can be changed for each individual material (Max Depth). Make sure that the depth is enough for the rays to pass through all the transparent surfaces in their way.
            Interactive CPU rendering:
            • Settings / Render Parameters / Optimizations / Max Trace Depth - In this case the option is always enabled and it overrides the material depth.
            • The Max Depth parameters in the materials are ignored. Use the Max Depth to ensure the rays can be traced deep enough.
            Production GPU (CUDA/RTX) rendering:
            • Settings / Render Parameters / Optimizations / Max Trace Depth - In this case the option is always enabled and acts as an upper limit for the ray depth.
            • The Reflection and Refraction depths in the materials are also considered in this case. If a Max Depth value is smaller than the global depth - V-Ray uses it as a limit. If a Max Depth value is bigger - the global depth is used.
            Interactive GPU (CUDA/RTX) rendering:
            • Same as the production GPU ...
            Hope this information helps.

            I also think we can improve the way in which V-Ray to consolidate all rendering modes and engines.

            Regrads,
            Konstantin

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