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Sollin
07-15-2008, 06:18 PM
Hi,
I started to place some lights in my scene and I want all the lamps lights to be turned on
but for my ceiling lamp which is made out of glass the result looks wrong...
I've added an image with my result on the left (obviously :) ) compared to the original on the right.
For this render I used an omni with Vray shadow and placed it inside the lamp.
Photometric light burnt the lamp and didn't give enough light.
Does anyone know what is the best way to do it?
Thanks!

CHRiTTeR
07-15-2008, 06:30 PM
add tranclucency to your glass to get that 'glowy' effect of light scattering inside your glass .

Sollin
07-17-2008, 03:46 PM
Hi, sorry for the delay..
Thanks for helping :)
I added translucency and yellow fog and placed an object with a very bright VrayLightMtl inside the lamp. It came out much better but something is still missing..
For the photo I took I used a flash so it looks a bit different, usually you can see the light bulb inside the lamp.
I will appreciate any suggestion :)
Thanks!

CHRiTTeR
07-17-2008, 09:08 PM
You shouldnt color the glass material, thats white, its the lightsource thats giving the warm orange tinting because it has a warm colortemp.

To make your render look more like the photo, I'd suggest to add even more tranclucensy (also experiment with the translucensy settings) and make the refractions more blurry... its just a question of experimenting to find the right balance in all the parameters.

Sollin
07-20-2008, 05:39 PM
I removed the fog and I think I've tried every combination possible of the translucency settings and the glass reflection and refraction settings and the result looks the same..
Right now the light color is yellow but if I change it to orange the scene looks more orange but the light color in the lamp still looks yellowish.. I'm kinda confused since there aren't many options under translucency and I'm pretty sure I've tried everything. I'm also pretty sure that V-ray can render it correctly so it must be me :hmm:
I could settle for this result but now I'm even more curious to know how to make this lamp look realistic :)

CHRiTTeR
07-20-2008, 08:15 PM
if i remember correctly, the translucensy in vray needs foggy refractions, as it is driven by it

So for more translucency, you need more fog and not less... :)

Also set the refraction glossyness to something like 0,6

Sollin
07-21-2008, 12:12 AM
Oh sorry I ment I removed the yellow fog.. :blush: The fog is white again and I increased it's multiplier but it looks the same.. I think my main problem with the lamp is that it's not glowing like the original one, I'll try to take a better photo of the lamp and post it.
Thank you so much, sorry for my bad English... :)

pkolbo
07-28-2008, 09:00 PM
Translucency is what you are looking for. But Vray offers a quicker way to render this (don't tell anyone, it's a secret):

Instead of a standard vraymtl and enabling it's complex translucency, use a vray2sidedmtl. Then add a simple white mat in its material slot.

2sided materials computes together the lighting on either side of the object and adds it together based on a grey scale color. Default is of course 50/50 grey, taking half of the lighting form either side of the object and adding it together. Basically it is a quick translucency that I think you are looking for. I'll let you dig further into it for specifics, but it should do what you want and render much faster than actual translucency that is dependent on glossy refraction calcs.

Also you might want to make sure you have a falloff to that light, which will add a more dynamic translucency. As you can see in your sample pic, give the light a yellow color and slightly blow it out and fall off from the center out. Also add some reflections with a fresnel falloff to the clear glass parts and let it reflect some of that yellow light. Round all of those edges and you should be pretty close....

Sollin
07-29-2008, 07:36 PM
I used Vray2sidedmtl like you said and I think it looks better.
I still have some work to do but I think this is definitely the way.
Also the render time is now almost half the time it was before.
Thanks a lot! :)
http://img142.imageshack.us/img142/4219/finaltestnu7.jpg

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