9/27/2023 0 Comments Thick glass blender cycles![]() The Light Path node determines the type of the current ray being traced.The Light Path node is used to determine when to use which of the two shaders. The Transparent BSDF can be used for transparent shadows to find light sources straight through surfaces, and will give properly-colored shadows, but without the caustics. We can make a glass shader that will use a Glass BSDF when viewed directly, and a Transparent BSDF when viewed indirectly. With caustics disabled, glass will miss shadows, and with filter glossy they might be too soft. ![]() This may be caused by Cycles's rendering of caustics.įrom the wiki, Glass and Transparent Shadows: If that's the case, what to real-world Blender artists do when they need to produce images on a budget and schedule? What is the practical real-world fix? OTOH maybe this is just a limitation of path tracing, or of the way Cycles does it. Possibly, I screwed up some setting when I made my startup file, and just need to fix it. Machine limits have never been a problem for 3D rendering. I'm using Cycles in Blender 2.67 on a quad core Linux machine, 16GB RAM. I think Transmission in Sampling was 5000, but not sure. I would like to finish my creations sometime before "Star Trek, the Generation After the Next" becomes real life, if you know what I mean. I've even tried cranking up certain sampling settings to many thousands, but still get bad noise though less, at the cost of long render times. I did at one point try non-progressive rendering, and find extremely coarse light where there shouldn't be shadow, but this is not a practical way to make nice images. ![]() light through glass onto object, seen through glass.I expectįull illumination, but there is shadow. The lit side of the column just below the glass tubing. light through glass onto object, seen directly.light upon object, seen through glass (looks okay).This demo image offers all optical paths of interest: The camera-column path needs refraction, and seems to work fine anyway. The light-to-column path can ignore refraction, but is blocked or tremendously attenuated. I know Cycles has problems with caustics, but I just want broad illumination to fall clean through the glass. I've tried the glass shader with color 100% RGB, with very small IOR, and using just a refraction shader. ![]() My model has a clear plastic (or glass) dome with objects inside. ![]()
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