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Glass colour and refraction

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  • #16
    Re: Glass colour and refraction

    Jackson thank you very much for your help.... I checked the faces and they all seemed to be white (which I thought would suggest they were facing outwards).

    Would you be able to share the updated model?

    Thanks again

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    • #17
      Re: Glass colour and refraction

      I already deleted that skp file and Rapidshare's servers were down yet again so it's taken a few tries to download the file again and take a look at it. First off, you're completely correct- all the faces were orientated correctly in your model, sorry about that. I have bright yellow and blue set for front and back faces respectively in SU (as I almost never use those colours in models so they stick out like sore thumbs when viewing so I don't accidentally leave faces without textures before rendering) so when I saw the bright blue material on your chair I wrongly assumed it had reversed faces.

      I see from your skp file that you're using the old VfSU version so it's impossible for me to review your VfSU material attributes, so I just exported the chair as 3ds, crunched it in Deep Exploration (to 10%), reimported it into one of my existing VfSU files, applied one of my foggy glass vismats, increased the fog multipler to 5 and did a very quick render, see below. The only thing I can think of is that my first suspicion was correct- you didn't increase the fog multiplier enough (fog multipier and fog colour do very different things and affect each other in a fairly complex manner). For a reasonably in-depth guide check out this V-Ray for Rhino guide- 99% of it applies to VfSU also.

      http://www.vray.com/vray_for_rhino/m...ings_Explained

      You can download the skp file here:

      http://rapidshare.com/files/34820439...hairs_wood.skp

      Regards,
      Jackson



      SU 2018 + VfSU 4.0

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      • #18
        Re: Glass colour and refraction

        Jackson.
        Again many thanks. Rapidshare wont let me download the model just yet :-\ I don't think the problem was to do with fog multiplier as it was this value I was changing and nothing was happining. I don't know how you've got it to work to be honest lol. Maybe it was when you reduced the size of the model???? Maybe the geometry of the chair in my model isn't complete.

        If there is a leak, am I right in thinking that the fog will just disappear?

        I shall take a look at your version as soon as I can ;D

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