Started by archonforest, January 07, 2015, 11:37:25 am
Quote from: Dune on January 11, 2015, 11:52:35 amQuoteThe only thing still puzzles me that why TG is not rendering the scene that is behind the glass...It does doesn't it? I see stuff through the glass. But if you mean; why doesn't it render in high detail, then the answer is in the render subdivision settings (which are inside the render shader, and default at 0.25). Make it 1 and it's perfect, though takes longer to render.
QuoteThe only thing still puzzles me that why TG is not rendering the scene that is behind the glass...
Quote from: j meyer on January 10, 2015, 11:33:33 amYou'll notice that difference in the volume density values.That's because thewater shader has a range from 0 to 10 by default while the glass shader'srange goes from 0 to 1000.
QuoteWith double sided checked (which gives the same glass effect like the watershader method) you can crank the value all the way up and won't see any color.As you can see in row #2 the procedurals show some weird light blueplane effect.
QuoteIn row #3 the procedurals just show some grainy noise.
Quote from: j meyer on January 10, 2015, 11:42:45 amOne more thing I want to show although it has nothing to do withcoloring the glass shader.This image depicts the reason for using the water shader in conjunctionwith a reflective shader instead of using the water shader's reflectionfeature.[attach=1]Hope you don't mind,but since it's related to glass effects in TG Ithought it's better here than making a new thread.
QuoteThe shaders have different slider ranges, but the strength of the volume density setting should be the same in each shader. I don't know why the 3 images on the 1st row appear to have the same density. It looks like the density setting isn't having any effect. Is there some reason you used 10x the density on the built-in objects versus the imported sphere? Could you repeat each of those 1st row tests with different values?
QuoteThe volume density and decay distance aren't designed to be used when double-sided is enabled on the glass shader, because double-sided means the object has no volume. (If it were to render as a volume it would break its ability to render open surfaces as sheets of glass, which is the main reason for the double-side setting IMO.) I'll investigate the weird blue stuff on the built-in sphere and cube.
QuoteThe volume settings don't work well with shadow-casting objects, I'm afraid. Since the object's surface is casting a shadow, the whole of the volume should be in shadow, but due to other things going on in the renderer some parts of the surface are picking up unshadowed light on the light-facing sides.
QuoteIt looks to me like you want to tint the transparency, but not produce any refraction. You can use the Glass Shader and tint its transparency directly with the transparency colour. It doesn't change with depth like the decay and volume settings do, but you probably don't need it to if you're rendering a piece of glass that's thin enough not to produce refraction.