View Full Version : Dielectric shader problems.
holyjewsus 04-12-2005, 05:33 PM I have a dielectric shader and a photon shader attached to a lambert shader on a sphere. The glass doesn't look right as there are many rounded artifacts within the refractions, they look like noise bubbles. What is the use of the ignore normal checkbox, and what is the need of the photon shader. I have GI off and FG and caustics on. What can I do to get rid of the artifacts.
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holyjewsus
04-14-2005, 02:01 AM
http://img.photobucket.com/albums/v220/holyjewsus/fairy2glassbal.jpg
This is what I get... any ideas.
I've searched and found advice about turing up trace depth, but I can't figure out how to set the number of depth for lights, please explain.
dragonP
04-14-2005, 05:33 AM
I have a dielectric shader and a photon shader attached to a lambert shader on a sphere. The glass doesn't look right as there are many rounded artifacts within the refractions, they look like noise bubbles. What is the use of the ignore normal checkbox, and what is the need of the photon shader. I have GI off and FG and caustics on. What can I do to get rid of the artifacts
Usually artifacts are caused by low settings in the caustics radius, you need to find a fine balance between caustics radius and caustics accuracy.
try increasing the caustic radius to about 1.5. If you have maya documentation goto learning resources>Rendering Lesson 5 caustics.
Great resource on rendering caustics. Hope this helped.
number of depth for lights, please explain.
Not sure what you mean, do you mean turning up depthmap resolution??.
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