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Glasses at PMC - caustics smooth - fail!?
Posted: Sat Aug 31, 2013 11:51 am
by nuno1980
Hi!
Glasses have
1.36 millions of polygons!!

But...
Due to have any limitations for PMC kernel?
see screenshots:

caustics smooth - fail

-wireframe

-glasses setting

-Mat (liquid) setting

-PMC kernel setting
How do I remove "fail"?
Re: Glasses at PMC - caustics smooth - fail!?
Posted: Wed Sep 04, 2013 4:07 am
by FooZe
Are you happy to zip and post the obj for one of these glasses and let me have a try?
(or email to
[email protected] Attention Chris.)
Thanks
Re: Glasses at PMC - caustics smooth - fail!?
Posted: Wed Sep 04, 2013 11:50 am
by nuno1980
FooZe wrote:Are you happy to zip and post the obj for one of these glasses and let me have a try?
(or email to
[email protected] Attention Chris.)
Thanks
Ok, I have sent to support by email.

Re: Glasses at PMC - caustics smooth - fail!?
Posted: Tue Sep 10, 2013 6:01 am
by FooZe
Hi, i have been having a play with the scene. Depending on what process i put the OBJ through before rendering i get different results.
ie: I have loaded it into blender, removed the un-necessary geometry then rendered in blender, exported as OBJ again, rendered in the standalone and also imported the obj into C4D and rendered there.
I think a few things could be tweaked:
1) Use less max depth, i know it gives a lot of intricate caustics, but this is probably causing your problem. Far to many bounces means you see all sorts of things and have no idea where they are coming from (it also makes the render slower).
2) Double check your settings on export - check if you are exporting normals (if not try turning it on).
3) Add some caustic blur, even if you want crisp caustics - using something like 0.001 or even 0.0001 will increase render speed of caustics and shouldn't blur them too much.
4) Try using a lower parallelism (3,2 or even 1).
5) Double check scale. I had scale the scene by 0.0001 to get it the right size on import into blender. (and use something other than meters on import into the standalone).
To confirm if it's a OBJ export problem you could try the demo of the c4d plugin (it looked like it was exported from c4d?) and see if you get the same results.
Hope that's not information overload!
Thanks
Chris.
Re: Glasses at PMC - caustics smooth - fail!?
Posted: Tue Sep 10, 2013 1:42 pm
by nuno1980
@FooZe: Sorry, I have sent by email on today (11:27am UTC). But I read here now and will try...
I want keep max depth 32 for especially objects mirrored and/or speculars (eg: glasses...) because the difference between 16- and 32-depth is little - 32-depth is less dark "glitch".
Re: Glasses at PMC - caustics smooth - fail!?
Posted: Sun Sep 22, 2013 5:57 pm
by nuno1980
Oh! I haven't Cinema4D...
Re: Glasses at PMC - caustics smooth - fail!?
Posted: Tue Sep 24, 2013 11:46 pm
by MaTtY631990
Why so many polys for the glasses, anyway. Is this is just testing for limits you are doing here.
Re: Glasses at PMC - caustics smooth - fail!?
Posted: Thu Mar 27, 2014 2:32 pm
by nuno1980
New OR 1.5 fixed my issue.

But specular material for glass hasn't "floattexture"!???

What's name succeed "floattexture"?
WARNING: But I'm very worried due to "water marks" added despite I don't want to render animation. But the developer may be maked mistake because
the information doesn't say "water marks" for standalone demo. I respect remove "water marks" but to lock to save image fixed and animation for demo.
Re: Glasses at PMC - caustics smooth - fail!?
Posted: Thu Mar 27, 2014 8:53 pm
by roeland
The floattexture is now called greyscale color.
--
Roeland
Re: Glasses at PMC - caustics smooth - fail!?
Posted: Thu Mar 27, 2014 9:51 pm
by nuno1980
@roeland: Ok, I tried to change 0.500 (reflection) and 1.000 (transmission) in greyscale for glass/water material but looks glass/water
very mirrored. Before, 1.20 is excellent - floattexture (reflection w/ 0.5 and transmission w/ 1.0) for glass/water.
