Chaos Corona Forum

Chaos Corona for 3ds Max => [Max] I need help! => Topic started by: jjaz82 on 2018-07-17, 15:53:22

Title: vase glass absorption effect problem
Post by: jjaz82 on 2018-07-17, 15:53:22
hi everybody.
i tried to reproduce this effect on glass vases, i don't know if i wrong something or if i found a bug,  the model is one with 3 different id, i use a corona multimap on absorpion color for give different color to the parts,

i attached the exemple
my result
and a test with ior refraction set to 1, where absorption effect result correct.


thank you :)

Nicola
Title: Re: vase glass absorption effect problem
Post by: romullus on 2018-07-17, 16:02:30
It is bug (a very old one), where Corona refractive materials won't work well if plugged into multi/sub, blend or layered materials. You should utilize material IDs together with Corona multimap in a single material -  that will give you correct result.
Title: Re: vase glass absorption effect problem
Post by: jjaz82 on 2018-07-18, 09:30:18
the model is one with 3 different id, i use a corona multimap on absorpion color for give different color to the parts,

hi romullus, yes i used  corona multimap in a single material.
Title: Re: vase glass absorption effect problem
Post by: romullus on 2018-07-18, 10:02:02
Oh, sorry, my mistake. Could you attach that object or at least material to inspect? I tried to put multimap in absorbtion slot and i got expected result at any IOR.
Title: Re: vase glass absorption effect problem
Post by: jjaz82 on 2018-07-18, 10:09:40
sure, thank you :)
Title: Re: vase glass absorption effect problem
Post by: romullus on 2018-07-18, 11:46:06
Hm, i can't replicate the issue with your scene, if i plug multimap into absorption slot, it renders just fine. See my attachment (i disabled bump and glossy refractions for more clarity, but even with those features turned on, it still renders correctly).
Title: Re: vase glass absorption effect problem
Post by: jjaz82 on 2018-07-18, 12:03:13
For me your render have same problem than mine, in the real example there aren't al distortion i found in the render.
in render there are a gap between clear glass and colored glass, in real photo this gap dosen't exist.

this effect is similar to when you tried to put some liquid in a glass.

Title: Re: vase glass absorption effect problem
Post by: romullus on 2018-07-18, 12:14:04
Oh, i thought that your last picture in the first post is showing the bug, now i see what you meant. Well, it's hard to tell how those objects in photograph are made. Maybe there are no cavities at all and those different colour areas are in fact solid infills of different glass? I haven't seen such object in real life, so i can't tell how that effect is made.
Title: Re: vase glass absorption effect problem
Post by: jjaz82 on 2018-07-18, 14:22:23
thank you for reply, i confirm the modeling are correct, in this photo you can see the vase have two cavity. i saw the vase i real life.
Title: Re: vase glass absorption effect problem
Post by: romullus on 2018-07-18, 15:42:43
I see. If you plug multimap into refraction slot instead of absorbtion, then you should get much closer look to the actual photo. I guess that means that it's a some coat on the glass instead of glass itself being colored. When you think of it, it seems logical - glass probably can't have different absorption properties if you look at it from the other side.
Title: Re: vase glass absorption effect problem
Post by: romullus on 2018-07-18, 15:45:19
Besides, if it would be absorbtion, then middle (solid) part would be darkest and walls would be much lighter.
Title: Re: vase glass absorption effect problem
Post by: jjaz82 on 2018-07-18, 17:59:02
I see. If you plug multimap into refraction slot instead of absorbtion, then you should get much closer look to the actual photo. I guess that means that it's a some coat on the glass instead of glass itself being colored. When you think of it, it seems logical - glass probably can't have different absorption properties if you look at it from the other side.
very good reasoning, i try this way.
thank you  romullus :)
i will post my progress
Title: Re: vase glass absorption effect problem
Post by: maru on 2018-07-19, 17:21:22
Looks like in the original photo the vases do not have any "absorption" (the glass is clear inside the whole volume) and the insides of the cavities are painted with transparent paint. So no absorption here, just different refraction color (as I think Romullus already suggested).
Title: Re: vase glass absorption effect problem
Post by: jjaz82 on 2018-07-21, 11:39:12
after few test this is my result.
for have more control to all parts (blue glass, glass amber, glass clear) i have duplicate colored face and i gave them a thickness and set different materials.
Title: Re: vase glass absorption effect problem
Post by: sprayer on 2018-07-21, 16:30:04
If you reduce\disable reflection you will see  similar what you  want. So reflection at glass is interfere to see color. Maybe you should try to make painted glass as deiiferent  material with  less reflection

http://imagizer.imageshack.com/img924/5498/2Z3mi4.jpg  with less reflection and  miltimap color

http://imagizer.imageshack.com/img924/6118/OaKQym.jpg with multisub but reflection is the same, don't know why it's so different.
I find what FOV of camera also slightly change that effect

Sometime i see strange behavior at reflection if i change glossiness to 0.99 render is very different like i change IOR at refraction.

By the way some of your reference image  is cg from 3d model market so they can be fake, and some of them have visible gap
http://imagizer.imageshack.com/img921/2861/OMfqbe.jpg
Title: Re: vase glass absorption effect problem
Post by: jjaz82 on 2018-07-24, 11:44:55
If you reduce\disable reflection you will see  similar what you  want. So reflection at glass is interfere to see color. Maybe you should try to make painted glass as deiiferent  material with  less reflection

http://imagizer.imageshack.com/img924/5498/2Z3mi4.jpg  with less reflection and  miltimap color

http://imagizer.imageshack.com/img924/6118/OaKQym.jpg with multisub but reflection is the same, don't know why it's so different.
I find what FOV of camera also slightly change that effect

Sometime i see strange behavior at reflection if i change glossiness to 0.99 render is very different like i change IOR at refraction.

By the way some of your reference image  is cg from 3d model market so they can be fake, and some of them have visible gap
http://imagizer.imageshack.com/img921/2861/OMfqbe.jpg

yes, as I said in the previous post i separate the object in 3 parts for have more control of all these aspects, differente reflection refraction for each part i did some test and this is result.