View Full Version : Car windows Refraction?
02-25-2005, 06:04 PM
I have a scene with a woman sitting in a car.
Usually I use a glass shader for windows with a refractive Index of 1.5.
In this scene it looks completly funny because the person is distorted and all other stuff behind the windows too.
Turn Refraction of?
Set ithe Index to 1.001?
THX in advance
02-25-2005, 06:34 PM
Sounds like youre using one big glass object for all windows..? When using refractive materials you always should consider the 'depth' of your glass/water/etc objects. They should match real world proportions. E.g. you should model a real glass object (with like 1cm depth) for every window.
02-25-2005, 07:04 PM
My Windows are seperate objects, perhaps a little too thick.
But if you just take some flat polygons and give them a shader with refraction index 1.5
everything behind will be distorted.
Right or not?
02-25-2005, 07:09 PM
With refractive stuff you always should consider a surface where the 'light'-ray enters and one where it exits. Using just 'entering' rays which never exit anywhere will give you distorted results, yes.
02-25-2005, 07:17 PM
What does that mean in praxis ?
Do I have to tweak the Raytrace Depth?
02-25-2005, 07:25 PM
Depends on what you want ot achieve. Most time I dont care about the depth unless I start tweaking the rendering time. So I set my default to reflection depth 3 or higher, refraction depth 10, general depth 20 and shadow depth 10. This should give acceptable results in most cases.
02-25-2005, 07:29 PM
I have just figured out how to achieve my glass clear shader.
The polygons on the inner side were flipped the wrong way.
Now with two faces in each direction it works.
Sometimes it helps to talk to somebody about it...
02-25-2006, 08:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.