I have a problem with the headlight material for a scene I am rendering. The headlight glass is a seperate mesh and has a shell mod. It is setup like a normal glass mat. I have tried turning off shadows..affect gi for the object and every other option I can think of but I still get much darker results when the clear headlight object is visible in the scene.
What is the environment like? Almost looks like it’s reflecting a grey environment more than blocking light, but hard to tell. Fire over the material if you want and I will have a look at it - I’m working glass/liquid bottle shots right now anyway, so I’m on theme
The environment is made up of a cuved edge plane that goes under the car and up in the background and a vray dome light with a hdri in the texture slot.
The actual glass mat is just a diffuse 0, 100% white reflect with fresnel on and 100% refract with affect shadows and ior of 1.532. My usual glass settings.
The glass is 0.2 mm thick…Ive tried all different amounts of bounce using vrayRT but it doesnt make any difference after you hit about 8-10 and still doesnt have the result im looking for. You would think the a clear material like this with shadows off or affect shadows would allow the same amount of light to come through as if it wasnt there…
It should - I don’t seem to have that issue. Not sure how they affect RT, but maybe make sure your Global reflect/refract settings are not being clipped off in the normal Vray settings. Check that your material settings are also high (I use 20/20 minimum for “important” glass objects).
Ok. I worked it out. It was to do with the ray amount settings, but it was also to do with the materials under the glass. I set those to 20 on reflection and refraction and now it is rendering fine. Something else Ive learnt today…