ior < 1 needed

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bicket
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please octane team check this.

un-biased, physically based renderer have to render the right way.

reply required.
Regards
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glass-liquid.jpg
PortFolio
4 x TITAN - Win 7 64 - Octane Rocks
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roeland
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The best way in current versions is the overlapping method. This will render correct refraction and absorption for both the glass and the liquid inside. Other than that the single surface method with inverted normal will work, but only for liquids without absorption.

The one labeled Octane "official" is definitely wrong, this tutorial may need an update. The behavior of overlapping volumes was changed in version 1.20.

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Roeland
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bicket
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Hi Roeland, thanks for your fast answer.
I agree with you for the 2 acceptable method (overlapping volumes and single surface with inverted normal), that's the conclusion of my test

BUT is there a plan in the next releases for a more robust solution :
- fixing the way absorption work with inverted normal => maxwell method and single surface method will become acceptable
- allowing ior < 1 => Octane ex-"official" method will become acceptable and pretty clean and fast
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roeland
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We can allow an IOR of less than 1.0, that would correspond to going from something with a high IOR to something with a low IOR.

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Roeland
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bicket
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roeland wrote:We can allow an IOR of less than 1.0, that would correspond to going from something with a high IOR to something with a low IOR.
Glass generally has a higher ior than liquid : it will be a good news for those who render Perfume bottles, Coffee, Tea , orange juice .... like me. ;) Cheers !
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BALLANTINES_Epi-1024.jpg
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voon
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Very interesting to a newbie like me. I don't understand it, though. I thought a face always only has one normal? What are these examples with normals going in both directions? Also, when you want to correctly model a thicker sheet of glass ... a window with just one glass layer, do you have to actually use two faces with glass material assigned to simulate what is stated in this thread, i.e. the double refraction by a glass sheet? I never quite understood how renderers deal with solid volume of glass etc (i.e. not just the infinitesimally flat face you can use for anything nontransparent)or liquids ... i.e. thick transparent materials where all kinds of stuff could happen to light inside ... if I think of a non-homogeneous liquid with varyiing densities.
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bicket
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Thanks

I think it's ok
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single face 1.55 0.88 normal ext b 1.25.jpg
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4 x TITAN - Win 7 64 - Octane Rocks
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