Author Topic: glass  (Read 1301 times)

2024-09-25, 17:22:30

celmar

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Hello! I have a heavy scene to animate... many glasses, and carafes, made of glass... is there a setting that “lightens” the rendering of all these glasses, without detracting too much from the aesthetics?

2024-09-25, 18:47:35
Reply #1

BigAl3D

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You need to post an image of some kind. Too many questions to answer. If you have a couple of glasses on a table that's one thing. Do you have a bar scene with dozens of glasses and shapes? Are you rendering with Caustic effects? More info is needed.

2024-09-25, 20:10:24
Reply #2

celmar

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well, I have about, with the instances, about one hundred of "glass" things... no caustics... I 'm not sure, but it was something about the fact to change the rebound...??? well, any tips to go a little faster render woud be good!!!!

2024-10-14, 07:42:53
Reply #3

bnji

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Hello @celmar,
Thank you for contacting us.
Regarding the inquiry, please consider that refractive/reflective materials/surfaces take some time to render.
One alternative you can try to "reduce" the rendering time is adjusting the "Max ray depth" in the render settings. Please consider this will affect the quality of the result as it will limit the number of light bounces, causing an unexpected look of reflective/refractive materials/surfaces.
Another way to reduce the rendering time is to use a second "glass" material that has the "Thin shell" checkbox enabled and apply it to the objects located far from the camera.
I hope this helps.
Perhaps someone else has another idea on how to  "improve" this.
Benjamin Rosas | chaos-corona.com
3D Support Specialist - Corona | contact us

2024-10-14, 11:21:29
Reply #4

davetwo

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Yeah a lot of calculations will take a lot of time unfortunately. Where possible keep the glass as simple as possible (100% gloss, no bump or volumetrics for anything that isnt seen large in the frame). And as suggested above - thin surface on distant objects.


2024-10-14, 15:38:11
Reply #5

Nejc Kilar

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One thing you can also try doing is lowering the Max Sample Intensity to something like 1. Of course that'll effect the "realism" in the scene but the renderer won't have to work as hard to clean up those really bright rays as they'll effectively be clamped :)
Nejc Kilar | chaos-corona.com
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