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radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

you need to use pathtracing and maybe set the maxdepth a bit higher for the glass.
default it's on 8 but maybe set it on 16 or so, and set the rrprob parameter to 0.5 or 0.3,\
you're pixelsamples / sec will go down but the glass should render more efficient.

Radiance
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sam75
Licensed Customer
Posts: 207
Joined: Sat Jan 16, 2010 9:03 pm
Location: Paris

boom wrote:looks great!

I love the look you got on the outside world through the window door. Any tips on how to achive that?
Just a plane with a diffuse material.
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sam75
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Posts: 207
Joined: Sat Jan 16, 2010 9:03 pm
Location: Paris

boom wrote:
sam75 wrote:
boom wrote:looks great!

I love the look you got on the outside world through the window door. Any tips on how to achive that?
Just a plane with a diffuse material.
Thanks. ahh, ok I guessed so, and no special setup needed for the glass in the the door? The subtle blurring of the plane/diffuse material is because of the DoF or did you apply a blurr to the texture itself?

/boom
No glass for the windows and yes the blur is caused by the dof only.
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sam75
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Posts: 207
Joined: Sat Jan 16, 2010 9:03 pm
Location: Paris

Last version, had to improve the light bulbs glass.

Image
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thedreamers
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Posts: 23
Joined: Thu May 20, 2010 9:01 am

i really like your materials, looks so realistic :o

it will be a good thing maybe to do a making of :roll:

nice work!
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