ITdreamer Posted July 20, 2009 Share Posted July 20, 2009 (edited) Hi! I am trying to render a glass cup, and it is close to what I need, but I can't get rid of a black tint in top f the cup. I use PBR. What I need to tweak to get rid of it? Edited July 20, 2009 by ITdreamer Quote Link to comment Share on other sites More sharing options...
deecue Posted July 20, 2009 Share Posted July 20, 2009 i could be wrong but is it safe to assume that you don't have your glass in enclosed object (i.e. a box instead of sitting on a ground plane)? If so, it could be reflecting the whole lot of nothing in the 'black' empty sky above.. could be the number of bounces you've got going on as well.. did you turn down your reflect limit in pbr at all? Quote Link to comment Share on other sites More sharing options...
ITdreamer Posted July 20, 2009 Author Share Posted July 20, 2009 i could be wrong but is it safe to assume that you don't have your glass in enclosed object (i.e. a box instead of sitting on a ground plane)? If so, it could be reflecting the whole lot of nothing in the 'black' empty sky above.. could be the number of bounces you've got going on as well.. did you turn down your reflect limit in pbr at all? I use hdr to light the scene, so it is not the reflection of the sky. Reflect limit in mantra ROP is set to 10, I tried to set to 40, but it didn't help. Quote Link to comment Share on other sites More sharing options...
ITdreamer Posted July 20, 2009 Author Share Posted July 20, 2009 (edited) Looks like it depends on Outside IOR and Inside IOR in glass shader. 1 picture - Outside IOR 1 - Inside IOR 1.52 2 picture - Outside IOR 1.92 - Inside IOR 1.52 3 picture - Outside IOR 1.52 - Inside IOR 1.52 4 picture - Outside IOR 1.42 - Inside IOR 1.52 But I can't understand what I need to do to get rid of this black tint. If the differense between these values is bit then we have a more glossy look, and more tint. It the difference is small then we have poor glossy look, and no tint. How can I get good glossy look and no tint? Edited July 20, 2009 by ITdreamer Quote Link to comment Share on other sites More sharing options...
anamous Posted July 20, 2009 Share Posted July 20, 2009 I did this a while ago. Funny thing is: I put a real glass on a lightbox and it showed the same symptoms - it's called total internal reflection. So it's to be expected, normally (depending on the glass, the dark color may be tinted towards green or brown). That's the good or bad news I hacked the glass shader to do the following: if ray level is above 1, return a tinted trace, possibly multiplied by a value larger than one (overbright). That gave me something like this: YMMV cheers, Abdelkareem Quote Link to comment Share on other sites More sharing options...
anim Posted July 21, 2009 Share Posted July 21, 2009 (edited) I use hdr to light the scene, so it is not the reflection of the sky. Reflect limit in mantra ROP is set to 10, I tried to set to 40, but it didn't help. do you have the same HDRI map specified in glass material's Reflections/EnvironmentMap/EnvironmentMap parameter? you should do either that or create enclosed geometry around your scene with that map as texture and Constant material or Environment Box Material if not then there is nothing to reflect/refract in glass if the ray is sampling empty space as deecue said and IOR has the influence over this because the rays are bent with different angle and therefore returning different color also what anamous said is very interesting anamous, your render looks really fantastic, first i thought it is the foto of glass in the lightbox you mentioned Edited July 21, 2009 by anim Quote Link to comment Share on other sites More sharing options...
ITdreamer Posted July 21, 2009 Author Share Posted July 21, 2009 do you have the same HDRI map specified in glass material's Reflections/EnvironmentMap/EnvironmentMap parameter? Result is the same! :-( anamous, can you share your tweaked glass shader? I'll try to learn how to tweak glass and liquid shaders, to get such great result. Quote Link to comment Share on other sites More sharing options...
ITdreamer Posted July 23, 2009 Author Share Posted July 23, 2009 Here is a small movie with few frames of render. If you try to jump from frame to frame you will see flickering in some parts of the glass. Maybe some one knows how to get rid if it? Cup_of_Tea.mov Quote Link to comment Share on other sites More sharing options...
ITdreamer Posted July 23, 2009 Author Share Posted July 23, 2009 Looks like nobody knows how to get rid of that flickering :-( Quote Link to comment Share on other sites More sharing options...
DaJuice Posted July 23, 2009 Share Posted July 23, 2009 Hi ITdreamer, This is something you need to fix by increasing the Ray Shading Quality of subdivison/NURBS surfaces when rendering with raytracing/PBR. Or in my opinion, the better option in this case, is to turn off subd-rendering on the cup and instead subdivide the model a couple of times. Quote Link to comment Share on other sites More sharing options...
ITdreamer Posted July 23, 2009 Author Share Posted July 23, 2009 Hi ITdreamer, This is something you need to fix by increasing the Ray Shading Quality of subdivison/NURBS surfaces when rendering with raytracing/PBR. Or in my opinion, the better option in this case, is to turn off subd-rendering on the cup and instead subdivide the model a couple of times. Оh! Thanks a lot. It is exactly what I was looking for. Quote Link to comment Share on other sites More sharing options...
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