cloud under glass impossible?

Started by Dune, February 18, 2021, 05:13:03 AM

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Dune

I can't seem to get clouds to show up under a no shadow plane/sphere with just a glass shader (as seen from above), even with subdiv settings set to 1, and/or refraction set to 1, double sided or single side. Is it impossible, or am I doing something wrong?

KlausK

#1
Hi Ulco,
something like this, perhaps?
I used a Displaceable Plane (don`t know if that makes a difference, just a habit).
Decay Distance is set to a really high value in the Glass shader.

CHeers, Klaus
/ ASUS WS Mainboard / Dual XEON E5-2640v3 / 64GB RAM / NVIDIA GeForce GTX 1070 TI / Win7 Ultimate . . . still (||-:-||)

Dune


Dune

No, it's not working as expected. What I forgot to mention is that I need just primary cloud. If you turn off secondary, it won't show up at all.

What I'm after is this. But this is tricked by a cloud and a duplicated upside-down heron ;)

WAS

Definitely possible cause I put a whole forest, clouds, mountains, into a snow globe.

Dune

Well if you can come up with a solution, I'd be happy. The cloud method is very handy as stand-in for missing volumetrics in water, but it needs to be viewable through a reflective transparent plane/lake/sphere. And preferably as sharp as if the plane wasn't there.

WAS

I dig out the TGD and see if something is changed

Tangled-Universe

Quote from: Dune on February 18, 2021, 10:45:05 AMIf you turn off secondary, it won't show up at all.

Doesn't that make sense, considering that underneath a refractive surface, the cloud only receives secondary rays?

WAS

Isn't secondary rays shadow rays? If glass/water isn't producing shadows, you'd think it'd have no interaction.

Or is THAT the actual problem. Glass/water culls shadows.

WAS

So it does work, you jut need high quality, and also high jitter (seems counterintuitive) so that the sampler can sample better slices on Y I guess. Though bubbles in ice are often undulating on Y IRL. May be more realistic mixing in a tighter solid high jitter one with a larger low jitter one for the columnar like effect.

Tangled-Universe

Secondary rays are all rays except primary. This may sound cheeky perhaps, don't mean to be cheeky, but as soon as a primary ray hits a volume/surface and bounces it undergoes a change and becomes a secondary ray.
At least, that's what I understood of the concept. Basically primary means visible to camera and secondary visible to other rays.
This was why I thought that disabling secondary in the cloud turns the clouds invisible, because it would make the cloud invisible to the refracted rays from the water plane/object.

WAS

I guess that would make sense, then. Cause you can turn off the primary, and secondary will produce a primary type effect. Interesting.

Dune

It may work that way in TG, but it shouldn't. If you have a sheet of glass in real world and someone is smoking a fat sigar outside your window, you'll see the smoke alright ;)
Too bad if it works that way, so end of experiment.

Tangled-Universe

Yes and no Ulco... In your example and probably in general, the smoke you see at the other side of the window, is also secondary rays and beyond. Sun -> atmosphere -> smoke -> glass window -> eye.
I think it's a computational consideration made by Matt.

Dune

Well, if you look at it that way, even looking through the lens of your eye would mean everything outside the eye is secondary. It might indeed be a computational compromise.