Need HELP on glass settings (deadline tomorrow)

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rappet
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On behalf of ArchitecturePrime I am posting this thread,
As it seems he is having trouble with posting access to forum
And he is on a deadline (tomorrow!)

"In particular am trying to find a materials definition for opalescent glass, such that light shining parallel with the glass and adjacent to one edge creates a soft graduated glow that extends for a couple of meters - i.e light strikes glass obliquely but bounces off in a scattered way nearly normal to surface - but with out light being too bright near to light source edge, and without brightness dying off too quickly away from light source.... Nothing I try really produces a good result. Do you know of a way?"
image.jpg
image.jpg (20.64 KiB) Viewed 4105 times
"Like this but with glow from base of window extending up much further, and not so bright at bottom"

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whersmy
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its a tricky one :!:

take a look at the .orbx attached!
i put a rectangular light on the bottom on the glass panels, and the panels shouldn`t be too thick
also the glass is specular with a scattering medium-small scale, and like 0.0009 roughness. ior on the glass is set to 3 now

still, i reckon the effect being stronger when the glass panels are thinner and brighter light

the blackbody lights now are already set to maximum, but with a spotlight ies.

And boy this renders slow...render-region!

BTW
I just removed the .ies and set distribution to 0.7 and it seems to get more bright
also the room itself isnt lit now by the lights, just the glass
also setting GI clamp to 1-10 completely ruins the effect, so dont touch that
Attachments
lightthroughglass.orbx
(24.23 MiB) Downloaded 270 times
light_through_glass.jpg
Last edited by whersmy on Mon Aug 17, 2015 11:20 pm, edited 1 time in total.
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ArchitecturePrime
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Thanks for that, I will give it a another try!
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whersmy
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coool

did it work out?
Octane 2022.1.1 nv535.98

x201t - gtx580 - egpu ec
Dell G5 - 16GB - dgpu GTX1060 - TB3 egpu @ 1060 / RTX 4090

Octane Render experiments - ♩ ♪ ♫ ♬
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