Blend material bug with refractive materials

I tried to connect a glass material and a diffuse material to a vray blendmaterial, but it seems to bug if I put the diffuse in the base material and the glass in the coat 0 material.
Weird thing is if I invert (glass in base and diffuse in coat 0)them it seems to work fine. Tested in 2.1 stable and latest nightly.
Just using a checker for the blend amount, but its the same problem with a bitmap.

Test scene here: http://www.speedyshare.com/dEPk4/blendTest.mb

Hi,

Thanks for the feedback and scene file. It seems that the transparency doesn’t work correct when is used as a Coat material.
Will make a note to fix this.

This is not a bug and we won’t fix it. Glass will only work properly if it is the base material.

Best regards,
Vlado

Hey @vlado is there any work around to blend together two refractive glass materials with a map inside the blend amount slot? I tried it today and it gave me rather strange results..will continue to look through the forum anyway.

There might be other approaches depending on what you need to get out of this.
For example, you might just need to add a second reflective coat. Or a texture for the refraction glossiness might give you the result.
If you can share more details, we’d be able to give come up with more ideas.

I often make car window glass as a blend shader and it works fine. A base shader with standard glass attributes, but with reflection turned off. That same shader duplicated and dropped into slot 1 with reflections on, but refractions off, and blended using a fresnel map. Then I’ll put a bump map into the bump slot to create the distorted wobble reflected look you get on car windows. Seems to work ok in that instance having a glass in the base, but Im not mixing any diffuse in, which might be where the issue is.