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Glass in SU for MR
Posted: Tue Jul 26, 2005 3:06 am
by deesee
I did a test and wanted to make sure I was right on. The following image has three windows. The first one has one sheet of glass, the second window two sheets, and the third two sheets also.
The normals, and by that I mean that the "blue" of the default material in SU needs to face in, are as follows:
Window 1: blue is on shadow side of wall.
Window 2: blue's are facing each other (not sure how to explain that very well...I hope you know what I mean)
Window 3: blue's are both facing the same direction, i.e. they're on the shadow side of sheet of glass.
Is this what you guys do everytime you do a window in SU? It seems to me that without thickness, glass doesn't render correctly.
Later y'all.
Deesee

Posted: Tue Jul 26, 2005 3:08 am
by deesee
I just noticed my doodles are wrong. For window 2 the arrows should be pointing towards each other, not away from each other.
Posted: Tue Jul 26, 2005 2:47 pm
by siliconbauhaus
number 2 is the correct way mate, backfaces should point inward
Posted: Tue Jul 26, 2005 5:07 pm
by deesee
Got it. Thanks!!
Posted: Tue Jul 26, 2005 8:55 pm
by ajlynn
Why doesn't 1 work? Does Dielectric need 2 planes for the 2 faces of the glass?
Posted: Tue Jul 26, 2005 9:23 pm
by deesee
That's a good question. I haven't the slightest clue. I'm relatively new to all this and don't know much about the technical stuff. It's like my microwave oven, as long as it works, I'm happy.
I wish it did work with just one sheet of glass...makes modeling a little easier, but its no big deal.
Perhaps the other gurus in here can answer.
Posted: Tue Jul 26, 2005 9:29 pm
by siliconbauhaus
well if you were to use 1 then the light would pass though the one side and be trapped as the light passes thorough the correct side but then hits the back face of the other piece
Posted: Tue Jul 26, 2005 9:32 pm
by deesee
So what explains the two "lit areas" on the shadow. I'm talking about the lit areas above and below the light coming through window 2.
It seems to me that some light is passing through, but its coming through very dim and somehow the angle is refracted or "moved" a bit.
Posted: Fri Jul 29, 2005 7:07 am
by Sheik
Think of it like this;
A ray of light is traveling in air, it then passes thru the front face of glass so now it is traveling in glass untill it passes the bacface of glass or a new frontface of a third material.
2 is correct.
In 1 and 3 the light passing the window thinks it is inside solid glass untill it hits the ground. 1 and 3 are physicaly impossible situations, so they render incorrectly. It is easy to make impossible situations in SU, so you have to be carefull when building the modell.
Did this help?
Sheik
Posted: Fri Jul 29, 2005 12:57 pm
by deesee
Makes sense Sheik.

Posted: Fri Jul 29, 2005 2:55 pm
by siliconbauhaus
well said sheik
Posted: Fri Nov 11, 2005 6:41 am
by muttlieb
Hi,
I've been experimenting with glass and noticed that when looking through the glass I cannot see the light landing on the floor on the other side of the glass. Is this a bug or am I doing something wrong? I am using two faces for the glass and both front faces are pointing outward, or away from each other.

Posted: Fri Nov 11, 2005 12:42 pm
by deesee
This is a known bug in MR. I believe it's been taken care of in 1.0.
Posted: Fri Nov 11, 2005 4:40 pm
by muttlieb
Thanks deesee. I hadn't seen it discussed before, and I wasn't sure if it was a general MR bug, or a su2mxs bug.