Crystal Ball Primative in DAZStudio?
KickAir 8P
Posts: 1,865
In DS4.5 I made a sphere primitive with a reasonably high (80segs/80sides) polygon count, Lighting Model on Glossy Plastic, Opacity on 0%, Glossiness on 80%, Specular Strength on 80%, Multiply Specular Through Opacity set Off, Reflection Strength 50%, Refraction Strength 100%, and Index of Refraction on 1.54 (same as quartz). It's on a reasonably detailed set.
Everything worked great except the Refraction -- there wasn't any. What did I do wrong? :red:
Comments
Changed Opacity to 1% and the Refraction worked perfectly -- weird! But anyway, it's working now.
You can't have refraction with totally transparent surface.
Evidently. Odd -- you can in the real world! ;-P Anyway, for anybody wondering what I needed this for see below. DS4.5Pro render, prework and postwork in GIMP. Larger version in my deviantART gallery here. Thanks!
Gazing into a Strange Future
Technically, I don't know if you can irl either. If you think about it, the refraction has to happen in some medium which might be close to but not totally transparent. I don't claim to know the physics of it, but it seems it would be the case.
and, nice refraction :)
Edit: I thought I should explain my thinking here a bit more as it might come across different then I meant. Basically, one could have a medium that under still conditions is totally transparent, but the moment refraction is introduced, it is by definition no longer totally transparent. And that is where I was saying, I'm not sure where the physics in it lies re that but... Hopefully that makes sense.
What's a "real world"?
I think they mean Luxrender :-P
Sounds like a bug - it was working at one time.
I've seen this brought up under other software, but it's not a common topic so I can't list which ones atm. I hadn't played with it but had more or less got the impression it was common in 3d packages. I could have been totally mistaken ofc, but that was my impression.
I only mention this because it's something to keep in mind if playing with shaders in other packages.
If anyone has others and wants to test, report back it might be interesting to see which ones do/do not exhibit this behavior.
It might also be something that has been in software but changed...? donno...
I'm not sure I understand the issue - here's a "crystal ball" in modo, with 100% transparency and refraction. I can't check DS right now, but I know I have done the equivalent in the past (usually adding a touch of grey to the refraction colour).
Well double checked in DS and yes, one can add refraction with 0 opacity. Below is a sample. Looking at the Modo image I notice there are quite more extensive controls related to refraction compared to what is exposed in DS. This also shows in the quality of the image with just adjusting available settings. As to what my post was about, I have seen a discussion on this topic over the years where in various render engines in the past it was necessary to add some small amount of opacity for refraction to work. This may not be true in any render engines currently. A lot of what I draw on goes back from forum posts on a topic over many years. Most times when I couldn't afford the software to actually play with it myself.
Refraction is a Ray Trace function and therefore the Max Ray Trace Depth in the Advanced Render Settings will need increasing for the refraction to work. So if the sphere has a thckness then it has 4 surfaces for the light to pass through so set the Max Ray Trace Deepth to 4.