If I set an other refraction color for glass, than I get not a tinted glass, I get a milky glass. It looks like a mix from glass and diffuse material.
Also, everytime if I try to edit my glass material, the diffuse chanal is enable again. I can disable it, close the matiral and open it again - the diffuse is back again.
… I find a way. If I use the fog than it works. I would prefer an other name for “fog”. Why not “absorbtion”. The current name confuse me.
Also I have tested a red refraction color. It bring me an object with a little redish glass and a green-blue diffuse effect at some places. Very strange looking. I think, refraction color means colored glass without absorbtion effect or?
Now I have started a simple test with my dummy dino. I find no way to avoid this black areas in the glass. I use HDRI environment, max depth for refl/refrac 12, a big area light and caustic. Also without ground plane the same effect. Nothing helps. What is wrong? Is it a bug? Or is the grey max depth field of the refraction layer the problem/bug.
The black is simply the refraction of your hdri I think. Try with a solid white color for environment and see what it looks like.
Fog is indeed absorbtion (=not translucency!!). If you use tinted refr color, it uses no absorbtion if fog is white. Of course you can use both. For glass I always set diffuse fully black, refr color fully white and control all with the fog color. And turn on reflection too, preferably with ‘reflect on back side’ turned on in the options.
Everytime if I colose my glass material, the diffuse is internal enabled again. If I open the material, diffuse is back. And per default the diffuse color is grey.
And a diffuse grey color create a green effect, if the glass is red. :shock:
If I set the diffuse black and dosn’t disable it, it works too. But I think, this diffuse-come-back effect must be corrected.
I did some tests, dino is inside a grey sphere and lit with 3 area light that are inside the sphere. Some images look very weird to me, but I’m not sure if it is really wrong or not. The material has no reflection, and almost always ior=1.55.
1. diffuse light grey:
2. diffuse L grey, refraction white (why the black parts?)
3. diff=light grey, refr=light grey
4. diff=orange, refr=light grey
5. diff=dark grey, refr=light grey
6. diff=light grey, refr=dark grey
7. diff=light orange, refr=light grey
8. diff=black, refr= light grey
9. diff=black, refr=white
10. diff=red, refr=white
11. diff=red, refr=very light grey
12. diff= medium grey, refr=light grey, IOR=1.0
13. diff=medium grey, refr=desaturated red, ior=1.55 again
My theory, the internal reflections are limited. Do you see the grey field “max depth” = 5. Maybe this option is internal acitve.
Do you mean with your test, you dosn’t get the strange color effect? Try to use an arelight above the dino and set the refraction color to red. I have the feeling, the effect is directed to the light source.
I used are lights with the store with ir map option.
here is a test, white environment color, only default light. Grey diffuse, red refraction color (no reflection). It looks blue. With black diffuse it doesn’t look blue. I assume that you also had grey diffuse in your tests. Or what do you mean by ‘no diffuse’? No diffuse would be black, not grey.
Here a test with GI environment (white), same material. This doesn’t look blue, the darker color is a reddish tint.
Still is weird why the object doesn’t look like a solid color if the environment is totally 1 solid color, and the material has no reflection.
The max depth in material is smth weird, in the globals this option also doesn’t work I as would expect it to.