fully transparent specular material

General questions about Indigo, the scene format, rendering etc...
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zuegs
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fully transparent specular material

Post by zuegs » Wed Aug 01, 2007 11:06 pm

Hello indigos...
can someone explain me why following material isn't completely transparent for light? When i have a sunlight or meshlight shineing through this material only a part of the light energie arrives on floor.

I thought, that a ior=1 or ior=1.001 should not reflect light and all light should enter inside the material and as material doesn't absorb it should also leave the material at the otherside without any loss??? :?:

Code: Select all

	<medium>
		<name>glass</name>
		<precedence>10</precedence>
		<basic>
			<ior>1</ior>
			<cauchy_b_coeff>0</cauchy_b_coeff>
			<absorption_coefficient_spectrum>
				<uniform><value>0</value></uniform>
			</absorption_coefficient_spectrum>
		</basic>
	</medium>
	<material>
		<name>glass</name>
		<specular>
			<transparent>true</transparent>
			<internal_medium_name>glass</internal_medium_name>
		</specular>
	</material>

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OnoSendai
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Post by OnoSendai » Wed Aug 01, 2007 11:41 pm

Hi Zuegs.
It should be totally transparent.
Try latest version of Indigo (0.9 test 3).
And post some pics as well perhaps :)

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SmartDen
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Post by SmartDen » Wed Aug 01, 2007 11:55 pm

Hmm... what is totally transparent object good for? :?

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OnoSendai
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Post by OnoSendai » Wed Aug 01, 2007 11:57 pm

It's good for testing.. that's about it :)

zuegs
Posts: 380
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Location: switzerland

Post by zuegs » Thu Aug 02, 2007 10:54 pm

Hi Nick, hi SmartDen,

it's for testing, right :wink: and so I tested a bit arround and found that the effect happens by "MLT+BiDir" when "Max_num_consec_rejects" is low.

Funny is that when using "MLT only" the specular material renders fully transparent already with a very low "max_num_consec_rejects" like 5. But "MLT with BiDir" need a minimum "max_num_consec_rejects" of about 50 to get mostly fully transparent.

Why "MLT" with "BiDir" needs such high "max_num_consec_rejects" to cross one simple specular transparent cube :?:

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OnoSendai
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Post by OnoSendai » Thu Aug 02, 2007 11:00 pm

Hi Zeugs.
when you set Max_num_consec_rejects low, the resulting calculations are actually biased. (Technically any finite Max_num_consec_rejects leads to biasing)

Bidir can need Max_num_consec_rejects quite high to render a transparent cube, because some sampling paths are quite difficult to sample (low sampling density).

zuegs
Posts: 380
Joined: Tue Jun 27, 2006 5:46 pm
Location: switzerland

Post by zuegs » Thu Aug 02, 2007 11:37 pm

Hi Nick,
Thx for explanation, so it is in the nature of bi-dir to need high Max_num_consec_rejects :cry:
because i like to set "Max_num_consec_rejects" quite low to get a faster noise-free render :roll: :wink: :twisted:

Is it possible to weight less the rejects inside transparent cube mesh? I mean a reject inside a transparent mesh only counts 0.1 instead of 1 and will so have the possibility to reject more until reaching the "Max_num_consec_rejects" limit. So the direct rejects (through air) could held low for faster noise-freeing :roll: :?: :?: :?:

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Kram1032
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Post by Kram1032 » Tue Aug 07, 2007 9:26 am

...and is it possible, to make that value "infinite"?
:D

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CoolColJ
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Post by CoolColJ » Tue Aug 07, 2007 10:15 am

I just set mine to 3000 and leave it there :)

The shadow areas get much darker with it set high in some tests I did, looks nicer. Put it at 1 and everything is very washed out looking

I find not to much speed difference at all with it set high, Max bounces has more speed differences. Like 3 is faster than 1000, but I can't see much visual difference bewteen 5 and 1000....

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Kram1032
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Post by Kram1032 » Tue Aug 07, 2007 10:18 am

I usually use 10000 xD

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