Problem whit glass material

Get feedback from others on your works in progress
Post Reply
6 posts • Page 1 of 1
meekly
Posts: 26
Joined: Wed Dec 20, 2006 11:09 am

Problem whit glass material

Post by meekly » Sat Dec 23, 2006 8:24 am

Image

:roll: :?

This must be windshield,but you see that black things.

User avatar
manitwo
Posts: 1029
Joined: Wed Jul 05, 2006 4:50 am
Location: Tirol - Austria

Post by manitwo » Sat Dec 23, 2006 10:33 am

first guess: turn normal-smoothing off.
hope this helps :wink:

meekly
Posts: 26
Joined: Wed Dec 20, 2006 11:09 am

Post by meekly » Sat Dec 23, 2006 2:11 pm

manitwo wrote:first guess: turn normal-smoothing off.
hope this helps :wink:
Thanks,but not help :roll:

meekly
Posts: 26
Joined: Wed Dec 20, 2006 11:09 am

Post by meekly » Sat Dec 23, 2006 2:15 pm

Here is the code:

<?xml version="1.0" encoding="utf-8"?>

<scene>
<renderer_settings>
<width>800</width>
<height>600</height>
<metropolis>true</metropolis>
<large_mutation_prob>0.1</large_mutation_prob>
<max_change>0.02</max_change>
<max_num_consec_rejections>100</max_num_consec_rejections>
<bidirectional>true</bidirectional>
<russian_roulette_live_prob>0.7</russian_roulette_live_prob>
<max_depth>1000</max_depth>
<strata_width>14</strata_width>
<logging>false</logging>
<save_untonemapped_exr>false</save_untonemapped_exr>
<save_tonemapped_exr>false</save_tonemapped_exr>
</renderer_settings>

<tonemapping>
<!--
<linear>
<scale>1.0</scale>
</linear>
-->
<reinhard>
<pre_scale>1.000000</pre_scale>
<post_scale>1.000000</post_scale>
<burn>0.800</burn>
</reinhard>
</tonemapping>

<material>
<name>Default</name>
<diffuse>
<colour>1 1 1</colour>
</diffuse>
</material>
<material>
<name>Material.001</name>
<phong>
<diffuse>0.665 0.687 0.599</diffuse>
<specular>0.203 0.203 0.203</specular>
<fresnel_scale>0.800</fresnel_scale>
<exponent>300.000</exponent>
</phong>
</material>

<material>
<name>sf11.nk</name>
<specular>
<ior>1.200</ior>
<transparent>true</transparent>
<cauchy_b_coeff>0.000</cauchy_b_coeff>
<rgb_absorptivity>0.040 0.040 0.040</rgb_absorptivity>
</specular>
</material>

<skylight>
<sundir>0.016974 -0.983864 0.178112</sundir>
<turbidity>2.000000</turbidity>
<sky_gain>0.005000</sky_gain>
</skylight>

<camera>
<pos>8.203422 -2.141824 11.118270</pos>
<up>-0.005497 0.165100 0.986262</up>
<forwards>-0.032820 0.985715 -0.165191</forwards>
<aperture_radius>0.001000</aperture_radius>
<focus_distance>2.000000</focus_distance>
<aspect_ratio>1.33333</aspect_ratio>
<sensor_width>0.035000</sensor_width>
<lens_sensor_dist>0.038281</lens_sensor_dist>
<white_balance>E</white_balance>
</camera>

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Post by CTZn » Sat Dec 23, 2006 2:29 pm

I assume you applied the "sf11.nk" material to the surface. The ior doesn't match glass nor plastic or plexiglas, maybe you could try a value between 1.4 and 1.5 ? If that doesn't help, set an even lower absorptivity, maybe 0.00001 (depends on the scale of your object if I'm correct. Indigo spatial units are meters).

meekly
Posts: 26
Joined: Wed Dec 20, 2006 11:09 am

Post by meekly » Sat Dec 23, 2006 3:10 pm

radiance wrote:Carglass is tricky,
but here's the solution:

inorder to have a specular behave correct,
you must model a double sided mesh, and have
your normals facing out like in picture A.

just extrude your plane, and do a recalc normals outside (in blender).

Pic B shows the lens effect when using a single sided plane
Pic C shows to correct behaviour of light passing trough a double sided object.

Image

Since carglass objects are bent (like a lens) they will show a lens effect if not double sided or if the normals are not facing outwards. (eg the interior of the car will be totally our of shape.)

Greetz,
Radiance
Thanks for this valued tutorial!I didnt know this things about lens!Its work !Thanks! :shock:

Image

Post Reply
6 posts • Page 1 of 1

Who is online

Users browsing this forum: No registered users and 22 guests