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Messages - solipsist

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Hi, thanks for reply, i just dont know if its bug or my mistake ... Forutnately it in this case (windows glass) it could by partialy solved with thin option enabled ...

2
Hello, thank you for your reply & suggestions , but non of those are my case. I did another  test scene  where it should be more obvious what i mean. Its just few balls with different colors and gloss values behind the glass plate (10mm). Diffuse values are 10 / 80 / 160 on level 1, reflection is 255/255/255 on level 0,7, and gloss values goes from 1 - 0,8 - 0,6 - 0,4 and last ball has also 0,4 but is not placed behind glass. I also did this for three different types of lighting. Corona light , corona sun + sky, and hdri (gamma 0,7). It seems that if there is a very bright spot and ray goes through material which is refractive - here it is glass but i try any combination of values and artifact still remains more or less , so its about refraction only, it produces instead of white highlight black highlight. Which is strange. Also as i write earlier this problem dissapear when Thin (no refraction) is ticked.

* No portals were used

3
Hello guys, i found out this kind of behaviour of materials when combination of darker diffuse colors and low reflection glossiness values is used and when object is placed behind glass (interior). I did some testing and the black highlight dissapear when lighter diffuse or higher values of glossiness are used (often the problems starts under 0,4 glossiness). After while i found out that simply ticking Thin (no refraction) in glass material resolve this. As i didnt find any kind of similar issue here in forum and dont know if it is bug or common behavior as in the end I solved the problem i just want to know what is happening here. Thanks for your reply.


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