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Weird refraction with transparent plastic


gustavopc
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I'm following a tutorial to learn how to make materials and I can't get the right result even using the material that was provided by the instructor.

This is what I should get: http://img528.imageshack.us/img528/2396/aaaaqn.jpg

 

And this is what I'm getting when I render: http://img31.imageshack.us/img31/75/bbbbqk.jpg

With a plane crossing the Torus Knot: http://img16.imageshack.us/img16/8011/eeeehk.jpg

 

In the scene I have a kind of capsule (diffuse 5,5,5). Within it I have a target camera, an omni light and a Torus Knot with the material applied.

 

I'm using 3ds Max 2012 + VRay 2.20.03.

 

My scene (3ds max 2012): http://www.mediafire.com/?egnke6ft2oo3oek

My scene (3ds max 2010): http://www.mediafire.com/?flofomia8bklz0p

 

I would greatly appreciate it if someone could help me.

Edited by gustavopc
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I already tried with reflection depth 12 and refraction detph 10 and nothing changed. I think the problem is in the render setup or my scene illumination... I don't know. I'm using the exactly material the instructor used.

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_ _, I tried 30 to reflect and refract depth now and I'm getting the same thing.

The HDRI was just put by me for test, I think that's not relevant.

Scott Ooi, I'm using exactly the same material the instructor used (he said the plastic IOR is 1.45). Maybe the problem is with the scene setup.

 

I don't have idea what to do to make this looks better.

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If you can, download the scene. The link is at the first post.

But anyway I'll post here the material settings. Just some minutes...

 

EDIT:

Diffuse (190, 190, 190)

 

Reflect (180, 180, 180 using map)

Fresnel reflections (checked)

Fresnel IOR (1,45)

Refl. glossiness (0,88 using map)

Max depth (5)

Use interpolation (unchecked)

 

Refract (200, 200, 200 using map)

IOR (1,45)

Glossiness (0,95)

Max depth (5)

Fog color (255, 255, 255)

Affect shadows (checked)

Fog multiplier (1,0)

 

No translucency

 

BRDF (Blinn)

 

Trace reflections (checked)

Double-sided (checked)

Trace refractions (checked)

Reflect on back side (unchecked)

Cutoff (0,01)

Use irradiance map (checked)

Env. priority (0)

Fog system unitd scaling (checked)

Override material effect (unchecked)

 

Maps:

Reflect (30,0)

RGlossiness (5,0)

Bump (1,0)

Edited by gustavopc
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closest i can get.

http://imageshack.us/photo/my-images/19/111yq.jpg/

lol...

still not any closer to the render that you show us though.

hahaha...

 

 

btw the texture folder you gave us is marble01 texture?

but i dont see it apply to anywhere in your scene.

what i notice is that there is suppose to have "dr_7.png" is applied to your torus material, but that texture is missing...

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Ah.. I sended the wrong texture folder :p

I wonder what the instructor did to have that result...

 

EDIT:

I uploaded the scene with the right texture. The links are at the first post.

Edited by gustavopc
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OMG!

I decided to continue watching the video tutorials and the instructor showed the camparison of the reference image with that Torus Knot. So I stopped the video and thought: "The object of the reference image is a basket, that's not a massive object, it's hollow". Theeen I looked at the right side of the video and there was the (sorry for the bad language) f***ing shell modifier at the Torus Knot!

And the result is this: http://img3.imageshack.us/img3/4771/ggggvw.jpg

 

Not exactly the same as the instructor's result, but to get that result I only need to change a little the thickness of the torus knot, the light and maybe the GI setup.

 

Thanks for the help. :)

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OMG!

I decided to continue watching the video tutorials and the instructor showed the camparison of the reference image with that Torus Knot. So I stopped the video and thought: "The object of the reference image is a basket, that's not a massive object, it's hollow". Theeen I looked at the right side of the video and there was the (sorry for the bad language) f***ing shell modifier at the Torus Knot!

And the result is this: http://img3.imageshack.us/img3/4771/ggggvw.jpg

 

Not exactly the same as the instructor's result, but to get that result I only need to change a little the thickness of the torus knot, the light and maybe the GI setup.

 

Thanks for the help. :)

ah.... so it is shell modifier that make the diff... lol...

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Yes, the shell modifier does make the difference. There is not a single object that is a infinitely thin surface.

 

Some people create window glass using a plane, for example, but that is just wrong, refraction will just not work properly, it needs to have thickness, making a box the best option. The same apply for your plastic torus.

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