All posts relating to Maxwell Render 1.x
By wimver
#286375
I bumped into a situation of which I thought it has a straightforward solution: I want a simple piece of tinted glass which lets the tinted light through and colors everything behind it in this tint. but whatever reflectance/transmittance/attenuation or Nd settings I try, only white light is transmitted. I thought I could recall some images from the gallery which showed colored light under tinted glass, but could not find any. I downloaded several colored glass mxms but none show this feature.

any suggestions?


tnx
wim
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By Brett Morgan
#286391
Did you try making an AGS glass material with the MXED wizard? It asks you for a tint colour of your choice.

Brett
By wimver
#286401
Brett,

indeed it asks for a tint, but it does not ask if you want the light through the AGS have the same tint ;-)

wim
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By Mihai
#286406
You may need to decrease the attenuation distance in the glass materials. Are you applying it to an object with thickness?
By wimver
#286410
Mihai,

I am using a plane, not a volume, I thought that would improve renderspeed since the light only has to pass one side then.

this morning, I tried the settings in your post "glass tutorial" ( http://www.maxwellrender.com/forum/view ... nted+glass ) but the preview I get in the mxm editor is quite different from your screendumps. and, however I see bright colored light shine through your bottle, I get a very dull grey light through my plane only.

I will do a test with an object with thickness now.
tnx

wim
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By zoppo
#286520
wimver wrote:but the preview I get in the mxm editor is quite different from your screendumps.
preview and screendump use different render engines (rs1 vs rs0), they act different especially when it comes to caustics - and that is what light through glass is!
By wimver
#286528
Mihai wrote:The size/thickness of the preview object in the preview scenes also matters.
I noticed that! it works more or less, but clears up so slowly, it is almost useless...
I constructed a colored church window with rather simple geometry, it is the only light entering the church, but it takes ages to denoise

I hope there is improvement in 2.0!

wim
By mtripoli
#286541
wimver wrote:Mihai,

I am using a plane, not a volume, I thought that would improve renderspeed since the light only has to pass one side then.
wim
Please, correct me if I am wrong, but it is my understanding that all objects must have volume associated with it. Can you use a "one sided" object, as opposed to an actual 6 sided "box" to achieve this?
By wimver
#286543
apparently not, since only grey light is passing through...
where did you hear about the objects needing a volume? is that in the manual?

wim
User avatar
By Bubbaloo
#286562
It makes sense that to calculate the index of refraction, transmittance and attenuation, it has to know how far the ray travels through the material. It needs an entry and exit normal for this to happen.
By mtripoli
#286600
As far as I recall everything other than emitters must have volume. Of hand I don't recall if it's in the manual, however remember Maxwell treats everything as it is in the "real world". There is a very good explanation of materials in the manual, I think you'll find that helpful.
By JDHill
#286603
Whenever you run into questions like this, the most important thing you can do (along with reading the manual) is to try to think about how light would really act at various points in the scene. Does a window need to have thickness? Well, if you think about a point inside a room with windows modeled as single surfaces and given a dielectric material, the whole room really becomes one huge chunk of glass, doesn't it? So, the results will reflect that. Why does the same scenario behave differently when you switch the windows to use an AGS material? Again, consider what that means: the windows will no longer refract light, so there is now no problem. But...since AGS is basically a 'vacuum' (that is, it uses Nd=1.0), it also will not really tint the light that passes through it. So that leads you to realize something about the 'tint' aspect of AGS - when you consider the physical aspects of what it is trying to accomplish, i.e. reflectivity without refraction, it becomes clear that 'tint' is referring only to the tint of its reflection.
By wimver
#286612
mtripoli wrote:however remember Maxwell treats everything as it is in the "real world"
I am so glad light travels faster in the real world than in Maxwell's world... ;-)

no seriously, thanks guys for your elaborate answers, especially JDHill's, that really makes sense!)
I did read the manual, several times, but did not encounter this or missed it. Imho there are other blank areas in that manual, especially when it comes to mxm behaviour. so sad Tom did not continue his video tutorials, but I guess he is putting his resources in the 2.0 manual, so I don't blame him (for now ;-)) And I have a hunch that manual is near to completion, hence his question on how we would like it to be presented... yyyesss!

regards
wim
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