- Mon Sep 19, 2005 9:05 am
#62397
I noticed the SketchUp plugin has transparency maps, witch isn’t available in the Max plugin. Transparency is not the same as clipmap, or is it?
I wanted to test if we could use transparent plastic instead of dielectics for windows (in hope of faster/less noisy rendering). Unfortunately the transparent plastic doesn’t seem to work properly. It creates strange artefacts in the rendering, and also the reflections are strange. It wouldn’t do the trick anyway because the transparent plastic scatters the light passing thru it. However it does seems to render much faster than with a dielectic for glass…
Here is a quick test scene. (Rendered for 30min, before crashing). Bikes outside the window...

-The first window from the left has the top part with no glass and the bottom is plastic witch is 50% transparent (0,5) using a totally black bitmap. It looks totally transparent to me.
-The second window has just one face with transparent plastic (1,0), front face pointing out from the picture.
-The third has two transparent plastic faces 3mm apart, front faces pointing out from the glass. I don’t see a difference in the two middle windows, so I assume the back face of transparent plastic is ignored (?).
-The fourth window has a 3mm glass (dielectic).
I hope we could have a new shader for making windows. It would work much like the transparent glass: no caustics creating noise, just a reflection is needed and maybe some absorption and colorization of the light. It would work the same way with only a single face or with two consecutive faces. So its not physically accurate glass, but you can call it something else, like “soap buble” (used in Vue).
Sheik
I wanted to test if we could use transparent plastic instead of dielectics for windows (in hope of faster/less noisy rendering). Unfortunately the transparent plastic doesn’t seem to work properly. It creates strange artefacts in the rendering, and also the reflections are strange. It wouldn’t do the trick anyway because the transparent plastic scatters the light passing thru it. However it does seems to render much faster than with a dielectic for glass…
Here is a quick test scene. (Rendered for 30min, before crashing). Bikes outside the window...

-The first window from the left has the top part with no glass and the bottom is plastic witch is 50% transparent (0,5) using a totally black bitmap. It looks totally transparent to me.
-The second window has just one face with transparent plastic (1,0), front face pointing out from the picture.
-The third has two transparent plastic faces 3mm apart, front faces pointing out from the glass. I don’t see a difference in the two middle windows, so I assume the back face of transparent plastic is ignored (?).
-The fourth window has a 3mm glass (dielectic).
I hope we could have a new shader for making windows. It would work much like the transparent glass: no caustics creating noise, just a reflection is needed and maybe some absorption and colorization of the light. It would work the same way with only a single face or with two consecutive faces. So its not physically accurate glass, but you can call it something else, like “soap buble” (used in Vue).
Sheik