I'm wanting to reduce reflectivity of a specular glass as show in the first column of this image:
I suppose there's a physical reason for the surface to have reflection even if set to 0. I suppose the artistic decision of less reflection is analogous to something like anti-glare coating. A lower IOR seems to be the way to go, right?
I tried to fiddle with the film width and index but I couldn't tell any difference.
Opacity seems to be more of an unnatural cheat since it messes the refraction if I use a value between 0 and 1.Reflection 0 > 0
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GTX 1080 8gb, GTX 970 4gb, I5 4590, Z97-E, 32gb RAM, Win 10 64bits, Octane for Maya
I don't it's the right behaviour to reflect while reflection is set to zero.
For me it's a bug.
Maybe the inner face of the glass is reflecting ...
For me it's a bug.
Maybe the inner face of the glass is reflecting ...
- gordonrobb
- Posts: 1247
- Joined: Sat Mar 16, 2013 9:08 am
You coudl also use a fall off node into the secular channel.
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
You are right. Back faces keep the reflection 1 regardless of the material setting while camera facing polys behaves as one would expect. Seems indeed like a bug or is it? If so, hope it's easy to fix.bicket wrote:I don't it's the right behaviour to reflect while reflection is set to zero.
For me it's a bug.
Maybe the inner face of the glass is reflecting ...
GTX 1080 8gb, GTX 970 4gb, I5 4590, Z97-E, 32gb RAM, Win 10 64bits, Octane for Maya