jfs Posted October 17, 2007 Share Posted October 17, 2007 Hello, I can't seem to understand why my glass is acting like a mirror when is paralel to camera axis. I have used the same settings in other situations and this usually won't happen - the only diference is the vray version: 1.5.RC4. I'm posting to images to illustrate the problem. glass on front of the camera axis is translucid glass paralel to the axis is a total mirror I done this images with a basic glass setting of: - difuse 100% black - reflect 100% white - M falloff (fresnel with override IOR of 1,53) glossiness 1.0 fresnel reflections UNCHECKED - refract 100% white If someone knows what I'm doing wrong I apreciate. Best regrads, Joao Link to comment Share on other sites More sharing options...
Stephen Thomas Posted October 17, 2007 Share Posted October 17, 2007 Possibly checking the 'affect shadows' option to allow light through the glass and illuminate the area on the other side will reduce this. Alternatively you can reduce the white swatch in your falloff map to a lower value. However I think it is the first option. If you think of it in this way, you get more reflection looking through a window into a dark room than you do looking into a room with the light on. Link to comment Share on other sites More sharing options...
alfienoakes Posted October 17, 2007 Share Posted October 17, 2007 Hello, I done this images with a basic glass setting of: - difuse 100% black - reflect 100% white - M falloff (fresnel with override IOR of 1,53) glossiness 1.0 fresnel reflections UNCHECKED - refract 100% white Have you tried ENABLING fresnel reflections..... Link to comment Share on other sites More sharing options...
Stephen Thomas Posted October 17, 2007 Share Posted October 17, 2007 I think he said he's using a fresnel falloff map in the reflection slot instead. Link to comment Share on other sites More sharing options...
jfs Posted October 17, 2007 Author Share Posted October 17, 2007 The 'Affect Shadows' option in the only light (Target Direct from the HDRI suns place) is in the 'Vray Shadows' rollout isn't it? I allready tried with fresnel reflections ON and OFF in the reflection rollout... Also tried the mid grey in the brighter slot of the fresnel falloff and still the same... Link to comment Share on other sites More sharing options...
alfienoakes Posted October 18, 2007 Share Posted October 18, 2007 I think he said he's using a fresnel falloff map in the reflection slot instead. Try just using a Vray material, 100% white reflection and refraction, fresnel reflections ON.. You dont have the translucency button checked do you..? Link to comment Share on other sites More sharing options...
alfienoakes Posted October 18, 2007 Share Posted October 18, 2007 OK.. in your material slot, under fall off, what is your fall off direction..? Link to comment Share on other sites More sharing options...
jfs Posted October 18, 2007 Author Share Posted October 18, 2007 No Andy! The translucent button is off... I'm starting with a basic setup black (difuse) , white (reflection, refraction) but it seems that is cursed! The fresnel falloff is camera directed Link to comment Share on other sites More sharing options...
Nic H Posted October 18, 2007 Share Posted October 18, 2007 Do you have some weird high multupier hdri in ur scene? Id start a fresh simple scene and try again, if you are parallel to glass it will become almost mirror like anyway? Link to comment Share on other sites More sharing options...
dagor Posted October 18, 2007 Share Posted October 18, 2007 don`t know where is your mistake. why you use falloff instead vraymtl fresnel? result from falloff and vraymtl fressnel would be equal have you tweak falloff curve? collors? output amoun? also check smothing group on your glass object and normal direction. use simple glass shader )) diff=black reflect and refract=white and use fresnel for it. fog collour=light green (fog depend on system units) Link to comment Share on other sites More sharing options...
Crazy Homeless Guy Posted October 18, 2007 Share Posted October 18, 2007 on a long shot, wha tis your IOR set to? Link to comment Share on other sites More sharing options...
tayrona Posted October 18, 2007 Share Posted October 18, 2007 which should be the IOR? (I have had the same problem, with a simple vray glass... difuse black, reflection in 30 and refraction, completely white, affect alpha and shadows activated) but IOR in default Link to comment Share on other sites More sharing options...
dagor Posted October 18, 2007 Share Posted October 18, 2007 in my test ior is 1.53 usualy i set ior from 1.3 to 1.6 for different type of glasses for reflect and refract Link to comment Share on other sites More sharing options...
jfs Posted October 18, 2007 Author Share Posted October 18, 2007 @Nic - I have an HDR both in Reflaction / Refraction Environment and GI Environment, not multiplied. @Danil - I never tried Vraymtl Fresnel, but it seems a good idea trying to keep all scene sources (lights, materials, ...) within the RS! Thanks. I never play with Falloff Curve! The white color swatch I change to a very light grey and use 80% amount... Also check smothing group on your glass object and normal direction. @Dani - after I was about to quit and use a standard material I remember to try with new geometry - I remove the planes and build new ones and checked the NORMALS! I couldn't believe that the normals where one of the sources of the problem (force 2 side should deal with it, shouldn't it?). The glass is looking like glass now and not like a chrome mirror. Still need a lot of tweaking, but it's getting somewhere now! @Travis - I'm using IOR 1.53 Thanks a lot all Link to comment Share on other sites More sharing options...
dagor Posted October 18, 2007 Share Posted October 18, 2007 i realy dont`t know about force 2 sided. think it can help some time. just keep your polygon normal directed to camera (not inside object). i think over 90% mistakes with shader, lightening, overbright etc is inaccurate modeling problem like fliped normal, unwelded point, coplanar polygon... Link to comment Share on other sites More sharing options...
dagor Posted October 18, 2007 Share Posted October 18, 2007 I remove the planes and build new ones and checked the NORMALS! My english is not good So tell me, did you use flat PLANE for glass object? Glass MUST have thickness!!! Link to comment Share on other sites More sharing options...
Nic H Posted October 19, 2007 Share Posted October 19, 2007 yes ^ shell it and see wot happens Link to comment Share on other sites More sharing options...
tayrona Posted April 17, 2008 Share Posted April 17, 2008 yesssssssssssssssss :p Link to comment Share on other sites More sharing options...
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