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vray glass mirroring when paralel to cam


jfs
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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

frontglassxs9.jpg

 

glass paralel to the axis is a total mirror

sideglassry7.jpg

 

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

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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.

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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... :(

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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)

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@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

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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...

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  • 5 months later...

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