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.
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.
