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Bizarre Reflection Issues


Fortinbras79
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Good Morning All!

 

I am working on a 3D Panorama for Oculus in V-Ray and while that's all fancy and well, I am having what I believe to be some very basic problems with a french door's glass reflection.

 

As you can see from the attached files, there is a weird point where the reflections follow a curved path and provide and mirror like reflection of the inside. You can also see distortion that creates a visible gap between the windows mullions that simply is not that big. The window is a single cube (not a plane but a 3D object)...I am using a falloff for the reflection map and you can see all my settings.

 

I am sure this is some stupid facepalm moment when someone points out an obvious error, but for the life of me I cannot seem to solve it...I have spent way too long trying to resolve it and now it's time to ask the forum

 

Please help!

 

Thank you so much

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Since your already using Fresnel why do you have a falloff map in the Reflection channel, that seems redundant and may be the reason for your problem.

 

No good reason other than I don't know what I'm doing in regards to those things...

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change your refraction to 1.01.

At 1.45, it's rendering as though you are glazing the door with clear opal mineral and close to Pyrex so the gap is likely just an inner reflection of the divider. Ever try and look through a Pyrex measuring cup?

 

Also, make sure to clear your smoothing groups.

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change your refraction to 1.01.

At 1.45, it's rendering as though you are glazing the door with clear opal mineral and close to Pyrex so the gap is likely just an inner reflection of the divider. Ever try and look through a Pyrex measuring cup?

 

Also, make sure to clear your smoothing groups.

 

Glass is usually around ~1.5 though, unless you're using specialist stuff.

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