Hi everyone,
I am rendering a glass shower panel with real geometry thickness and physical chamfers.
In Corona Renderer, the glass edge is rendered correctly with a consistent, deep green tint along the entire height. In V-Ray, however, the edge calculation seems broken — it turns gray/faded at the top instead of maintaining uniform absorption color.
Current VRayMtl settings:
-
Max depth(Refraction) = 50 -
Translucency= None -
Physical Chamfer modifier applied
It looks like V-Ray calculates internal refraction / volumetric absorption differently or incorrectly compared to Corona under the same conditions. Is this a known calculation bug/limitation in V-Ray, and how can I fix it to get a physically correct glass edge?
At first I thought it was the reflection, but when I completely turn off reflections in the material, nothing changes. I completely removed any intersections between the glass and other objects in V-Ray — the glass object does not intersect with anything. The smoothing groups are correct in both V-Ray and Corona, where each polygon has its own separate smoothing group ID.
In Corona, caustics rendering in glass is disabled.
1 render Vray Reflect on backside = on,
2 render Corona render.
(Renders attached below)




















