In certain scenarios, we may need to older behavior of "glass" for certain aspects of our scenes. For example, I was curious about SSS settings for a candle from N-drju's topic in discussion. However a big limitation of the scene is I cannot add a candle flame with semi-transparency for the blue base of the flame for the handles. I can only use a Default Shader and my candle flames alpha I had to make. If I use the glass shader, volume is interpreted and I can't seem to find any settings to simply "disable" the effect.
So I propose a checkbox to enable/disable SSS interpretation to have volume-less glass for some of the things we've had to do for semi-transparency. Maybe a Lighting Method which is "Legacy" for PT? I don't know.
Secondary Question: In the example file, things get very rough in the darkness, AA is at 8. Do I really need to go higher? Or is this the object normals/subdiv?
Oh, that's a really nice effect. What reflectivity values did you use? I still just get a luminosity instead of the anticipated result.
The graininess in image can be kept under control simply by increasing the resolution, AA value and regulating PT-related settings. I tried that both with intense lights and atmospheres and it works well. On low resolution it may have no impact, but I guarantee you'll see the difference once you go full HD.
Here's the Glass Settings for you, but this candle isn't to scale, please take note. I was lazy. Specular roughness should be a little higher imo.
Candle Flame if ya need one (with semi-transparency it would look nice, and can be warped for variance): https://drive.google.com/file/d/1nADuy4D2mESstXoZmFipUA4P4oGorMe2/view?usp=sharing Wasteful format in TIFF but I just duplicated Green for Alpha and exported a TIFF.
A note -1 for decay distance seems to work (for semi-transparency) in blackness, but not against a haze background. Haven't tried with sun enabled.
Semi-transparency doesn't work at all with atmo-bloom though, which I like a lot.
It'd be cool to get more tolerant semi-transparency with opacity. I wonder why that's a issue.
Quote from: WAS on January 05, 2020, 07:41:56 PMIt'd be cool to get more tolerant semi-transparency with opacity. I wonder why that's a issue.
No idea, but you're right. An ability to control opacity down to the nines (like you can in DAZ, resulting in interesting ghostly figures) could solve a lot of problems. For some reason opacity works "on - off" only in TG.
Have you tried Double-sided / Thin-walled? That transmits rays through the glass without refraction and without volume effects. I would use that for windows, for example. But the surface will still be visible because of Fresnel effects.
Quote from: WAS on January 05, 2020, 07:41:56 PMA note -1 for decay distance seems to work (for semi-transparency) in blackness, but not against a haze background. Haven't tried with sun enabled.
Semi-transparency doesn't work at all with atmo-bloom though, which I like a lot.
It'd be cool to get more tolerant semi-transparency with opacity. I wonder why that's a issue.
It might be easier to get this working with the path tracer. It's on the to-do list. However, atmo bloom won't be able to see through these objects in the same way, because the post effects only have access to the final image buffers. I can imagine some solutions to this but I don't know for sure how feasible they are to implement yet.