REALITY QUESTION: Goggles' glass won't render right!

Ashfire45Ashfire45 Posts: 126
edited December 1969 in The Commons

Strangely enough, this isn't just the one prop; I've tried at least three goggle sets, and they all have the same issue with rendering glass. As in, the glass is non-existent and doesn't render at all!

I've tried using IBL lighting, mesh lighting, and the both combined. I've tried putting something behind the glass - mainly Aiko 4's forehead xD - and I've switched between architextual and Hyper realistic. I've played around with transmission and reflection colors, and tried using pictures of glass as reflection and transmission maps.

Nothing, however, works, and it's rather exasperating. When I set any other prop to glass, it works -beautifully-.

Any suggestions? >.<</p>

Comments

  • StratDragonStratDragon Posts: 3,167
    edited December 1969

    what is the model and where did it come from?

  • Ashfire45Ashfire45 Posts: 126
    edited December 1969

    I have tried...http://www.renderosity.com/mod/bcs/sp---cap-and-goggle/94855/

    http://www.renderosity.com/mod/bcs/little-red-outfit-boots/91211/

    And...another set in the past that I can't remember; however, these all have the same results. Obviously, it's something I'm doing wrong, but I can't pin point what!

  • wancowwancow Posts: 2,708
    edited December 1969

    have you applied a preset glass material that is known to work?
    http://blackraven3d.com/sponsored/fisty/freebies/
    Scoll down and look for Liquid Shaders. That includes a glass shader that I know works... you might try applying that.

  • MattymanxMattymanx Posts: 6,902
    edited December 1969

    Can you post a render of what yor getting?

    Doesn't need to be a large render, just big enough so we can see the issue.

  • Ashfire45Ashfire45 Posts: 126
    edited December 1969

    HAH! Gosh, am I feeling just a little stupid right now. With your suggestion of rendering something small, Mattymanx, that sped up the render incredibly, and I have...one lens, at least, that's reacting like glass would, and reflecting the IBL map I'm using. For some curious reason, the left lens is not doing this. This may just be a lighting thing, and something that's easily corrected with Photoshop. I think, something that also helped was changing one of the glass presets.

    Well. Color me red! Thank you for that, Mattymanx, and sorry for wasting people's time with impatience! Silly me...8-/

  • MattymanxMattymanx Posts: 6,902
    edited December 1969

    no need to be sorry, we have all been there.

    Try the architectural glass preset. Also, lack or reflection may just be th camera angle

  • wancowwancow Posts: 2,708
    edited December 1969

    Mattymanx said:
    no need to be sorry, we have all been there.

    Try the architectural glass preset. Also, lack or reflection may just be th camera angle

    What architectural glass preset?? Where???

  • Hiro ProtagonistHiro Protagonist Posts: 699
    edited December 1969

    wancow said:
    Mattymanx said:
    no need to be sorry, we have all been there.

    Try the architectural glass preset. Also, lack or reflection may just be th camera angle

    What architectural glass preset?? Where???
    In Reality when you change a material to glass the options below include check boxes for Architectural and Hyper-Realistic. Architectural Glass is a Lux material in which refraction is disabled. This isn't realistic for thick glass, gems, etc., but for thin glass like an average window it's fine and will render much faster. If you saw my render of the Mini Cooper in the Biased v Unbiased thread, that uses Architectural for the car windows and you can see that it works pretty well for that kind of use. It should be fine for eye glasses and shades, unless you are going for a close up with very thick lenses.

  • wancowwancow Posts: 2,708
    edited December 1969

    oh... :( It sounded so increadibly cool :)

  • cwichuracwichura Posts: 1,042
    edited March 2013

    The tip about selecting architectural is very good for things like glasses, especially since they are typically modeled as a single plane, rather than with actual thickness like real glasses have. Using the other glass modes when there is no actual thickness to the glass mesh will give really ugly results.

    Another thing to watch for when setting a material to glass in Reality is to check the opacity strength. A lot of materials are set to partial opacity because that's part of how you simulate glass in Poser/Studio. However, in LuxRender, glass is transparent by its very nature. So if you've manually switched a material from another material type to glass, the partial opacity may still be set. Always make sure opacity is set to 1.0 with no transmap for glass materials in LuxRender.

    If the reflection colour for the glass is low, you obviously won't get much reflected, either. Typically you want this at pure white.

    And lastly, glass can take a fair few samples to fill in/clear up.

    Post edited by cwichura on
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