23_3 - glass definately better :)

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DayVids
Licensed Customer
Posts: 350
Joined: Tue May 11, 2010 2:35 am

I couldn't believe it, I rendered glass of water, and no fireflies - yay! :)

Still has a funky IOR going on ( as shown in 2nd image ) - it's like the glass just becomes a mirror and reflects 100% at some angles far more than glass should as far as I know.

Thanks for the hard work guys, keep it up!
Attachments
screen cap of glass rendering - great deal of improvement on glass rendering.
screen cap of glass rendering - great deal of improvement on glass rendering.
IOR with specular and index of 1.45 = some very wrong looking glass I think.
IOR with specular and index of 1.45 = some very wrong looking glass I think.
CPU - i7-950 3.06 Ghz, 24GB Ram, Win7 x64, 2 display monitors, GeForce GTX 580 3GB Classified. I'm glad to say I LOVE OCTANE!
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radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

Hi,

Can you post or pm or mail us the model ?
Did you use pathtracing and what maxdepth did you use ?

We did quite a few tests and we did not notice any over reflective behaviour with our tests...

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
DayVids
Licensed Customer
Posts: 350
Joined: Tue May 11, 2010 2:35 am

it's the same model I sent before with the IOR values being funky.

The settings were pathtracing
and the ior was 1.45.
Max depth was 8 (default)

Separate but identical specular material for both glass and water.

If you need me to send project file again i can, originally sent to you on the 18th of August.

let me know if you have any question or need anything else?
CPU - i7-950 3.06 Ghz, 24GB Ram, Win7 x64, 2 display monitors, GeForce GTX 580 3GB Classified. I'm glad to say I LOVE OCTANE!
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radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

DayVids wrote:it's the same model I sent before with the IOR values being funky.

The settings were pathtracing
and the ior was 1.45.
Max depth was 8 (default)

Separate but identical specular material for both glass and water.

If you need me to send project file again i can, originally sent to you on the 18th of August.

let me know if you have any question or need anything else?
I was'nt aware of this as i was in hospital at that time.
I guess marc handled it.

i'll ask him tomorrow.

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
DayVids
Licensed Customer
Posts: 350
Joined: Tue May 11, 2010 2:35 am

I just know that it went to and replied from your email, so whoever it was I sent it to... it was on the 18th :).

hope it helps to figure it out.

please let me know of anything more you might need from me
CPU - i7-950 3.06 Ghz, 24GB Ram, Win7 x64, 2 display monitors, GeForce GTX 580 3GB Classified. I'm glad to say I LOVE OCTANE!
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radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

a screenshot of the mateirial in the node inspector could help... ;)

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
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brecht

While the results looks strange, it's not clear to me that there is a bug here, the reflections/refractions look correct to me as far as the specular shader goes as it was implemented. It's also not a realistic environment that the glass is put in, which may lead to it looking unrealistic. I'll further look into this to see if it's perhaps a matter of making modifications to our implementation of the specular to support this type of material better.
salvation
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Location: austria

ole brecht is on board .. sorry for this comment :)
hope you have fun in refractive software!
Win7 64 | Geforce 470GTX 1280MB | Q9550 2.83GHz | 8GB Ram | NVidia 306.23 , Cuda 5.0.1
DayVids
Licensed Customer
Posts: 350
Joined: Tue May 11, 2010 2:35 am

I'm not overly technically inclined, but all I know is it looks wrong. I have a glass like this and it never looks like this, what would be a more suitable environment to put it in? I'd be happy to help you guys out further, or try and figure out what's wrong with it.
brecht wrote:While the results looks strange, it's not clear to me that there is a bug here, the reflections/refractions look correct to me as far as the specular shader goes as it was implemented. It's also not a realistic environment that the glass is put in, which may lead to it looking unrealistic. I'll further look into this to see if it's perhaps a matter of making modifications to our implementation of the specular to support this type of material better.
CPU - i7-950 3.06 Ghz, 24GB Ram, Win7 x64, 2 display monitors, GeForce GTX 580 3GB Classified. I'm glad to say I LOVE OCTANE!
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brecht

It seems that the particular shape of this model is what gives the high amount of reflection on the sides. If you make the glass perfectly round, it will be much less. I couldn't find any references for glass with that particular shape to compare ... Also the thickness of the glass influences things.

As for the patterns in the second render, I can actually see similar things in a real glass here. What I meant by the environment is, if it's just a black background with some white dots on it (just guessing, I don' have the hdr image here), there isn't much to reflect, and you can see all kinds of strange patterns.
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