- Tue Aug 05, 2008 2:44 pm
#277526
By high ND you probably mean atleast 1000 because there's no way I see any darkening at the edges of aluminium (pure and 8 types of alloy), steel, silver, gold, bronze, copper, titan etc. So it's really not only silver.
+Edit:

Also the glossy glass-like materials suffer too (only one renderer as far as I know does compensation for this). Check the dark edge
Actually the only reason why i posted this topic is to see how many people recognize the "problem" (not a tragic problem really). I never really had any hopes of hearing anything constructive from anyone from the dev team or beta-team
Yes it comes from the way that the whole roughness effect is acheived via the most commonly used technique, which actually hits the brick wall of physical-reality so in order to make it real you have to develop some kind of a workaround. So yes it's physicaly incorrect. Do we agree on this or not?tom wrote:he fresnel effect eventually disappears by the roughness. More rough means less ref90 influence.
+Edit:

Also the glossy glass-like materials suffer too (only one renderer as far as I know does compensation for this). Check the dark edge
Actually the only reason why i posted this topic is to see how many people recognize the "problem" (not a tragic problem really). I never really had any hopes of hearing anything constructive from anyone from the dev team or beta-team
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