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« on: 2024-05-30, 18:42:42 »
Impact of Mesh Topology on the Refraction Behavior of Glass (Especially Curved Surfaces)
Hello,
I have a question regarding the impact of mesh topology on achieving realistic refraction of glass in Corona. As a professional 3D modeler, I primarily use CAD-based software like Rhino, which doesn’t require extensive adjustments to topology and edge flow, unlike 3ds Max or Blender.
In offline render engines like Corona or V-Ray, achieving accurate light behavior and refraction in glass materials often necessitates using quad meshes, especially on curved surfaces. Adjusting weighted normals or smoothing groups often doesn’t resolve shading issues, leading to jagged and inaccurate refractions. (See attached images: Pic 1 with quad mesh, showing perfect refraction, vs. Pic 2 exported from Rhino without quads, showing jagged refraction.)
When exporting models from Rhino as meshes in FBX or OBJ formats, the resulting meshes are precise but not in quad form. This non-quad topology causes issues with physically accurate refraction in traditional render engines. These refraction shading issues are particularly noticeable on curved surfaces!
My question is: Will the Corona developers consider implementing changes to the light solvers or other algorithms so that accurate refraction of glass does not depend on quad mesh topology? As you can see from the attached images, thanks to the precision of CAD software like Rhino, we can achieve highly precise 3D models that are 3D printable or fabricable, regardless of whether they use quad or non-quad meshes.
It's crucial for render engines to tackle these refraction issues caused by mesh topology. Current solutions, such as the Weight Normal modifier in 3ds Max, are not satisfactory. If Corona can address these challenges, it would allow us to focus more on the quality of render outputs rather than being constrained by mesh topology and normals. CAD applications offer great precision, and it's time for render engines to align with these capabilities and resolve the issues related to quad topology and refraction.
looking forward to the feedback.