Mental Ray - Shaders


#4425
MasterZap, that is exactly the way I did it. If I had a completely white environment, there wouldnt be any dark reflections in the glass.

That is not what I mean. I understand that I need the TIR for realism and I “like” it. The problem is that i cant get the reflections into the right place (very outside of the glass, like in the examples I posted). Why is that? I use the same setup, why dont I get the same result??


#4426

Thanks Bao2 and Zap,

Somehow that had slipped under my radar. But a VERY useful variable.

Dave


#4427

I forgot to say that to be exact, the glass material must have 1.5 and the water surface 1.33 as masterzap pdf explains (I suppose it is also shipped with XSI, the pdf about Arch&Design material)


#4428

Bao: It doesn’t make a difference, the problem still persists.


#4429

Retro002: I would try the “place highlights tool” under the align drop-down.
[ol]
[li]Make sure you’re in the camera view with a point object selected.[/li]
[li]With the tool active click and drag on the glass object and release on the edge of the glass.[/li]
[li]The position of the point will align on the axis of reflexion at the normal you released the mouse button.[/li][/ol]You can use the point as a guide for placing your dark reflectors. Because the tool also rotates the object, you can now use the point as a picked pivot an easily move the object(s) along the axis you’re interested in. Placement of reflectors is very difficult, but this helps (me).


#4430

Dashkevicz: It is not an option, as I use XSI. I believe the tool you mentioned is only available in 3DS Max. Also I would like to understand what causes this issue, I can resolve this thing in 2 minutes in Photoshop.


#4431

My idea of using the BRDF Custom don’t works.
Image A uses IOR and image B was what I was saying but it is even worst! :shrug:

So the only way is what masterzap said: use a blackcard. In image C look the blackcard in our left and in image D with the blackcard moved more to the left just to not appear in the render.

But the card affects to the look of the right side of the glass (D is exposing the trick) so you will need make two renders (A and D) and use photoshop to copy the right side of the glass from A to D


#4432

Bao: First of all, thank you for your effort to help me with this.

As I said, it is easy to do in Photoshop, I do not even need to compose 2 renders for that, a simple free transform will do the trick. I still do not understand what is causing the black reflection to be on the edge or further inside. The effect seems to be stronger the smaller the width of the black card is. Compare your image C to D.


#4433

Quick question, guys… What’s the best way to boost highlights on A&D materials? Already for months I am struggling to get decent highlights on matt materials, using real reflections, without resorting to Blend materials (slow rendertime). In the end I’ve settled on a Shellac material but I am less than pleased with this configuration… :shrug:

Any suggestions would be very welcome!


#4434

Look post 4417 of this thread and change from 1 to some value more high.


#4435

I myself was thinking B was the solution until I did a test and was surprised with the result!

In C and D I am using the same width of the card, the only thing is in C is more near to the glass than in D.


#4436

Thanks a lot, I’d not seen that option before! :slight_smile:


#4437

Nearer means “optically” larger to the camera and therefore wider. It does not really make a difference.


#4438

New renders. This time no black colorcards in the scene:

Is any of these what you want?


#4439

Bao: I would like the black reflections being 1/4 the width. Can you do that?


#4440

Only changing the geometry of the object to 1/4 less width in that area I suppose. I will try.


#4441

Changed the geometry (now the width of the glass is around 1/4 of original).
Left is original width, middle is changed and without reflections and right is changed with 50% reflection.


#4442

Bao: So you would say, the whole thing is just a geometry issue?


#4443

What I did was a glass material that have 0% diffuse, 0% reflection (or 50% reflection but you probably like more the 0% one I think (the red rectangle in the pic below)) and now here comes the trick to make this black border you like: 100% refraction but maping the color using a falloff map. This falloff uses the perpendicular/parallel method with a curve that I set in a “step” shape. Look the pic:

So the refraction in that place is zero so blocking rays through it and then the refraction goes to 100% in the rest.


#4444

Good idea - but this is rather a workaround than solving the problem, isnt it? Still it does not answer my question of why this is happening. I am sorry I am so anal about it, but I would really like to understand that effect.