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WhiteRabbitObj
11-05-2004, 02:41 AM
I'm doing some material tests and learning as I work on some modeling for a film I'm working on and I'm having some problems with the dielectric material. Here is a shot of the problem:

http://www.rit.edu/%7Emjd6897/cockpitDielectricProblems.jpg


In the red area is the problem, in the blue area is how I think it is supposed to look. Inset there is a photo reference.

As you can see, this is just some glass for a cockpit, however, it's getting that solid reflection instead of letting light pass through and leaving some reflection behind as it should, like in the blue area. Obviously, this is not accurate, as the photo shows, but also just from knowing how glass would really look. The way it's set up is a cps base and rendering the proxy. The surface was extruded back so that it's got two sides and has normals facing both ways. The shader is just default, a lambert with a Dielectric_material on the material shader and a dielectric_material_photon on the photon shader. I've rendered it a 1000 different ways trying to get it to behave but I can't figure out what I'm doing wrong. I've tried with FG, with GI, with Photons, with all, with MR area lights, etc. The raytrace settings and trace settings for the various render options are all set high, 10 reflection, 10 refraction, 20 trace depth, etc. Tried having the light emit photons and not emit photons, etc. Both dielectric materials have the IOR set to 1.52 (ior for glass) and I've tried playing with that but it doesn't help.

Any help would be greatly appreciated. Any further info you need from me, lemme know and I'll get back on it asap. Thanks much.

WhiteRabbitObj
11-05-2004, 03:05 AM
Here is another shot/angle of the problem. As you can see, it's only transparent near the front, on the front canopy glass, the rear canopy has no transparency whatsoever it seems.

http://www.rit.edu/%7Emjd6897/glass2.jpg

WhiteRabbitObj
11-05-2004, 03:14 AM
Hmmm, I did everything I could think of before posting and then continued testing aftwards and it seems that when I increase the physical thickness of the glass it resumes working correctly! Yay for that. However, I don't want the glass to be thicker, it has to be a certain thickness for the model! Is there some sort of setting in the dielectric material or render globals that will let me use glass that is thinner?

Daniel Whitton
11-05-2004, 05:52 AM
I have the same probelms. Not sure but I bellieve I have seen some posts about mr's refrective flags being some whtat screwy. You might wanna try using a Raytype shader for your HDRI image and omit placing your texture into the refaction slot, try using reflection and envrinment only,color for Eye. Also I think that some of the problem might be coming from a little attribute from the Lambert Shader itself,even though it's not being called for rendering. Under the Raytrace attributes there is an attribute for shadow atten. Defalut is like .5 try turning that down to zero.

I personally have given up on using the dielectric for the same reason. Let me know if you find out some good news on gettting it to work better.

Dan

WhiteRabbitObj
11-05-2004, 07:49 AM
Well oddly enough, after getting it to work by thickening the glass, I then left to see the Incredibles (amazing beyond my hopes). When I got back I decided to make the glass thinner again and play with it some more... lo and behold, after re-extruding (which I had already tried), though this time extruding out instead of in... it works fine. I really don't know exactly what was screwy, but it's working now. If anyone has any thoughts, please do post them for future troubleshooting purposes.

tankut
11-05-2004, 08:22 PM
If it worked by extruding out rather than in I would think it a surface normals issue.

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