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dielettric are still not phisicall correct -

Posted: Sat Jun 25, 2005 9:40 am
by giacob
even with this patch they cast shadows as they were not transparent diffuse material
when this major problem will be solved..?
this didnt happen with alpha..

Posted: Sat Jun 25, 2005 10:17 am
by philipbruton
Are you rendering these test images for long and with caustics on ???

Posted: Sat Jun 25, 2005 10:24 am
by giacob
i am rendering with caustics on off course .. not for an eccessive rendertime though
but with alfa i didnt need a log rendering time to see glass trasparency emerge.. i needed a long rendering time just to make it sharper and brigther

Posted: Sat Jun 25, 2005 11:35 am
by Aldaryn
Examine your preview window, it should show noisy caustics, and thats where the rendering solution is progressing. 8)

In the beta you need a bit more time for the caustics to show up. In the alpha, you've had the low quality option in where you could see almost the whole caustics solution from the beginning. (but really noisy)

Posted: Sat Jun 25, 2005 12:29 pm
by Becco_UK
giacob: I get the caustics to work ok but the dark shadow cast by dielectric materials doesn't seem to lighten accurately. I'm not sure if this was supposed to be fixed in Beta1.2.1.

Posted: Sat Jun 25, 2005 3:58 pm
by giacob
so it was a scale mistake... i will check :D

Posted: Sat Jun 25, 2005 4:08 pm
by giacob
i mean nobody will use a 160 mt glass if not by mistake..
so i assume that , beeing my glasses 1x 2 mt, if i can see caustic is because i made a scale mistake and the program read the glass as if it was ., let say, 100 x 200 m,t instead that 100 x 200 cm

Posted: Sat Jun 25, 2005 4:12 pm
by Fernando Tella
Are those glasses planes or boxes?

The shadow seems to me still too dark though; don't you think so?

Posted: Sat Jun 25, 2005 4:55 pm
by giacob
the problem is related to a question which is present also in other renderer.. i mean also in mental ray if u do not put a certain shader glasses makes the same shadows as opaque material unless u active caustics wich is quite time consuming though
in mr u have the chances to put certain shaders ( like trasmat phisics or transparency shadows .. etc ) to solve the problem ... here u have just to wait caustics make the all work

Posted: Sat Jun 25, 2005 6:29 pm
by Mihai
Nice test Paulo, so these issues remain in the beta. It's the same for the glass|blur issue also judging from your pics.

Posted: Sat Jun 25, 2005 8:55 pm
by Aldaryn
Is this bug - or more like behaviour - related to voxelization? Maybe a big plane with a denser, more tessalated mesh would render like a small one?

Posted: Sat Jun 25, 2005 9:20 pm
by Tyrone Marshall
Aldaryn wrote:Is this bug - or more like behaviour - related to voxelization? Maybe a big plane with a denser, more tessalated mesh would render like a small one?
This suggestion is definitely worth a test to check because then it was just mean that you subdivide your glass planes more.

Posted: Sat Jun 25, 2005 9:33 pm
by Aldaryn
Or, maybe not, and its all related to how big your scene bounding box is, compared to the visible region. Makes me wonder... :)

Someone, please do us a quick test, my PC-s running all day long, got no free cpu time. Man, it sux to have only one PC.. :(

Posted: Sat Jun 25, 2005 9:37 pm
by Aldaryn
Devilogic, this is not about the glass dimensions, but the ground plane the scene rest on. ;)

Posted: Sat Jun 25, 2005 10:10 pm
by ludenhud
but this fenomen only touches dielettric-surfaces?