
Noise in glass object
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- MichaelYpes
- Posts: 25
- Joined: Sun Oct 25, 2015 9:45 am
I am trying to create a glass object with little light emissions in the middle. The middle part of the glass seems to render great but the edges are very noisy. I have tried both pt and pmc which I have enclosed. The glass index is 1.1. Anyone know what settings to get a good glass render. Rawandrendered does them all the time and that is the effect I am trying to achieve. his is obviously the good one 

it looks weird and don't think that's a noise as usual
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3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
- MichaelYpes
- Posts: 25
- Joined: Sun Oct 25, 2015 9:45 am
Do you think then that it might be the geometry of the shape? It is an icosa where I have extruded and then put a cloth over it to give it depth of 10cm (now 2cm in new file) and then hypernurbed it. I can provide source file if that helps?
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- 134 Glass Ball.c4d.zip
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Last edited by MichaelYpes on Tue Aug 02, 2016 4:15 pm, edited 1 time in total.
Yes, weird 
I have tried to reproduce a similar scene but it cleans fast: maybe something strange in the environment settings
ciao beppe

I have tried to reproduce a similar scene but it cleans fast: maybe something strange in the environment settings

ciao beppe
- MichaelYpes
- Posts: 25
- Joined: Sun Oct 25, 2015 9:45 am
Thank you @bepeg4d
Your render looked sweet and was exactly what I was looking for. On close inspection I see that I gave the cloth nurbs a minus value and that is what was giving it the weird look. Changing it to a positive value made the render look more like glass.
On another note I like the model you did to as it was more spherical. Which type of sphere did you use and how many segments to get that look
Thanks mate.
Your render looked sweet and was exactly what I was looking for. On close inspection I see that I gave the cloth nurbs a minus value and that is what was giving it the weird look. Changing it to a positive value made the render look more like glass.
On another note I like the model you did to as it was more spherical. Which type of sphere did you use and how many segments to get that look

Thanks mate.
I glad to hear that you have solved 
your reference image is very inspiring, I have used an hexahedron sphere type with 6 segments
ciao beppe

your reference image is very inspiring, I have used an hexahedron sphere type with 6 segments

ciao beppe
I got a similar problem, as well as high render time.
In time: anyone know why the shadow from the emission plane? I did try area light also, but I thought that emission would emitt both ways.
https://drive.google.com/file/d/0B3ne-5 ... sp=sharing (32s) and the viewport/live render: https://drive.google.com/file/d/0B3ne-5 ... sp=sharing
Thanks
In time: anyone know why the shadow from the emission plane? I did try area light also, but I thought that emission would emitt both ways.
https://drive.google.com/file/d/0B3ne-5 ... sp=sharing (32s) and the viewport/live render: https://drive.google.com/file/d/0B3ne-5 ... sp=sharing
Thanks
- MichaelYpes
- Posts: 25
- Joined: Sun Oct 25, 2015 9:45 am
Thanks for you're help @bepeg4d
Decided to change my model a bit but pleased with the outcome thanks to your help
Decided to change my model a bit but pleased with the outcome thanks to your help

Hi jeanco,jeanco wrote:I got a similar problem, as well as high render time.
In time: anyone know why the shadow from the emission plane? I did try area light also, but I thought that emission would emitt both ways.
https://drive.google.com/file/d/0B3ne-5 ... sp=sharing (32s) and the viewport/live render: https://drive.google.com/file/d/0B3ne-5 ... sp=sharing
Thanks
no, the emission always goes in the polygon normal direction. You have to use at least a cube for having the emission in all the directions, and avoid intersections between emissive polygons and other geometry to avoid noise

ciao beppe