Glass Shader

Started by Matt, November 25, 2014, 11:04:39 PM

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Dune

Yes, seems like there's no shadow inside. Did you use one-sided or double sided? Maybe that makes a difference, don't know actually.

j meyer

Seems to be the cast shadows thing again.
Light won't pass through an object as long as
it(the object) can cast shadows.
Of course you won't have a dropshadow then.

Upon Infinity

Quote from: j meyer on December 17, 2014, 12:03:37 PM
Seems to be the cast shadows thing again.
Light won't pass through an object as long as
it(the object) can cast shadows.
Of course you won't have a dropshadow then.

Given that it is glass, it shouldn't really have a drop shadow to begin with, or at least, should not be anywhere near as strong as it is.

otakar

Quote from: j meyer on December 17, 2014, 12:03:37 PM
Seems to be the cast shadows thing again.

Spot on. Unchecked cast shadows on the sphere which fixed the problem. Thank you! But shouldn't there be a light shadow as the light gets refracted hitting the sphere?

Upon Infinity

Quote from: otakar on December 17, 2014, 05:27:56 PM
Quote from: j meyer on December 17, 2014, 12:03:37 PM
Seems to be the cast shadows thing again.

Spot on. Unchecked cast shadows on the sphere which fixed the problem. Thank you! But shouldn't there be a light shadow as the light gets refracted hitting the sphere?

TG doesn't support caustics (not yet, and likely not in the near future), but yes, there should.  This looks a lot better, though.

The Dome

Got just one thing to say - bottoms up!

Hannes

Here is a problem I already mentioned in the subsurface scattering thread:
http://www.planetside.co.uk/forums/index.php/topic,19199.msg189265.html#msg189265

When you put a solid object with a glass (or water-) shader attached behind parts of another solid object that has a glass shader as well, the occluded parts render black (see attached image).
I tried all combinations of shader/object doublesided on/off as well as cast shadows on/off. The only solution I found in the thread I mentioned above for my beer was to uncheck "visible to other rays", but in my other tests this didn't work: the object inside rendered correctly, but the glass of the outer object turned black. Wonder why this worked with the beer?!

Any suggestions or ideas?