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IOR too strong?

Posted: Mon Aug 16, 2010 10:06 am
by DayVids
ok, it seems to me that the IOR is too strong on this glass, i've got glasses that are this thick at home, and it doesn't seem like they're so strongly obscured.

I pulled the glass from the live DB, and I also did some different testing of my own with values that I found online.

is IOR being calculated incorrectly or am I crazy ( highly possible ).

It's not very many samples, but you see what i'm talking about.( I've attached the mesh so you can see the thickness of that as well, doesn't make sense to me that it should be that strong, but what do I know, maybe I'm wrong? (likely)

Re: IOR too strong?

Posted: Mon Aug 16, 2010 10:26 am
by radiance
Hi,

Please post a screenshot of your material setup,
and use a better testscene.
something with a grid or something so we can see what's going on...

also post your kernel settings pls.

Radiance

Re: IOR too strong?

Posted: Mon Aug 16, 2010 7:09 pm
by DayVids
Hi Radiance, I used the live DB materials for glass and for water on the glass with water in it.

Not sure where I can view the kernel settings, but I took an image of import settings incase that would be helpful, and the node settings, etc... see below.

checkboard is the live db check board set to a value of 100

all other materials are live db default.

Thanks.

Re: IOR too strong?

Posted: Wed Aug 18, 2010 9:02 am
by radiance
can you send me these testscenes ?
maybe zip them up and send to terrence at ourcompanyname dot com

We do use a propper fresnel, not the schlick approximation, so it should be correct, but the image indeed looks weird.

Radiance

Re: IOR too strong?

Posted: Wed Aug 18, 2010 7:48 pm
by kivig
I had same issue. It was ok when i flipped normals.
Guess they get flipped somewhere on the way to rendering.
Btw. My issue was with cylinder glass too.

Re: IOR too strong?

Posted: Thu Aug 19, 2010 6:01 am
by DayVids
flipping normals does nothing for me.

I've got a very similar candle holder, I'll be happy to post a photograph of to see what it "should" look like :)