Help with some glass material

General questions about Indigo, the scene format, rendering etc...
Post Reply
9 posts • Page 1 of 1
nikolatesla20
Posts: 52
Joined: Fri Mar 09, 2007 4:44 am

Help with some glass material

Post by nikolatesla20 » Wed Jul 30, 2008 12:22 pm

Help!

I have here a glass cube, with a plane underneath it.

The glass is a specular material, IOR 1.51, transparent, with RGB absorb of white (all sliders all the way down so it doesn't absorb)

I am using an HDRI EXR environment map, "Campus_probe"

Wondering if anyone can help me get rid of the artifacts circled in the picture - not sure what is causing them. They seem to be there even with other EXR maps.

I'm using Blender 2.45 with Indigo 1.0.9 and blendigo that matches (1.0.9)

The cube has a bevel modifier on it to create the bevels. The behavior is the same whether I "apply" the modifier or not.

Thanks!

-niko
Attachments
im1217374883.png
im1217374883.png (775.9 KiB) Viewed 2034 times

User avatar
zsouthboy
Posts: 1395
Joined: Fri Oct 13, 2006 5:12 am

Post by zsouthboy » Wed Jul 30, 2008 12:37 pm

Those look like reflections of high-frequency data in the .exr map (trees, perhaps?)

nikolatesla20
Posts: 52
Joined: Fri Mar 09, 2007 4:44 am

Post by nikolatesla20 » Wed Jul 30, 2008 12:55 pm

I thought perhaps they were, but it does it in two different EXR maps.

I've found a studio lighting EXR map so I'm going to try that and see if it gets rid of it.

-niko

nikolatesla20
Posts: 52
Joined: Fri Mar 09, 2007 4:44 am

Post by nikolatesla20 » Wed Jul 30, 2008 1:00 pm

Hm no it seems to still be there. I wonder if it is some other settings I need to make for Indigo.

I've attached the IGS file, you can use any EXR map and it seems to do the same thing..

Also attached is EXR map for the studio..



-niko
Attachments
studio.zip
(216.07 KiB) Downloaded 170 times
default.igs
(14.02 KiB) Downloaded 171 times

User avatar
OnoSendai
Developer
Posts: 6241
Joined: Sat May 20, 2006 6:16 pm
Location: Wellington, NZ
Contact:

Post by OnoSendai » Wed Jul 30, 2008 1:12 pm

I think it's just noise, from light bouncing around inside your object.

User avatar
Borgleader
Posts: 2149
Joined: Mon Jun 16, 2008 10:48 am

Post by Borgleader » Wed Jul 30, 2008 1:20 pm

Well it seems to be "selective" since it appears more in some areas. But it could also be a combination of both.
benn hired a mercenary to kill my sig...

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

Post by CTZn » Wed Jul 30, 2008 1:38 pm

As Ono said; it's called TIR (total internal reflection). It's a physical effect not an artifact. Try without bidir, the noise should reduce faster.
obsolete asset

nikolatesla20
Posts: 52
Joined: Fri Mar 09, 2007 4:44 am

Post by nikolatesla20 » Wed Jul 30, 2008 1:47 pm

Will I still get proper caustics without bdir though?

THanks for your help guys.

-niko

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

Post by CTZn » Wed Jul 30, 2008 1:58 pm

I bet you will.

This effect is caused by the reflections inside the glass panels, when light is trapped within due to reflection angle being to low for exitance, a bit like when to mirrors are facing.
obsolete asset

Post Reply
9 posts • Page 1 of 1

Who is online

Users browsing this forum: Google [Bot] and 2 guests