daros wrote:
I modeled the metallic surface and then the transparent paint surface as a 1 mm thick object using the smoothshift function in Lw. The transaparent paint object has opposite normal direction. the inner transparent paint object surface has an 0.2 mm offset distance from the metallic object.
David Rossmann
David, Im not sure I'm Implementing your technique correctly.
Ive tried 2 approaches, on with a base shader as a metal silver/aluim
and the second with a base of a red plastic
Ive duplicated the geometry twice, and I have tried different combos of normals facing directin, first i set it up that the innewr paint geometry (dielectic wtih no absobtion and a ndd value of 1 and a abbe of 180)
Ive set it up that the inner nomarl point away from the geometry and the outer pain points revers towards the geometry and then ive flipped that so the out paint points away and the inner points towards,
Unfortyunatly with the renders it does not matter, whichever case my renders only get darker and darker, tried with physcial sky and with emmiters (just in case physical sky still had bug with dialectics)
as you can see the preview window shows plenty of the Red plastic color coming throuhg, but in the render there is just a slight red noise on the object, and this red prettymuch gets darker as the render progresses, also the intensity of the spc fromt he emmiters also gets darker...
could you post a wire of your setup or a simple diagram with the geo and their normals and dialectic setting (im guessing your used dielectic for the two "clear paint" geometry surfaces.
any help or further explinion would be wonderful, yuour renders look great, even thought the render time goes up.
-Luke
