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Glass red...?
Posted: Sat Dec 26, 2009 5:21 am
by Ryouta Sumeragi
Hi,
It reddens when Cauchy B Coefficent is used in the MLT mode...
Is my setting bad?
Is there a good method?
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C4D User
Win xp or Vista (32bit), Core2 Quad, 4GB RAM
Re: Glass red...?
Posted: Sat Dec 26, 2009 6:41 am
by Meelis
Re: Glass red...?
Posted: Sun Dec 27, 2009 4:14 am
by Ryouta Sumeragi
Thanks Meelis!
I read Wikipedia...
It seems to be difficult for me.
Cauchy of Glass was made from 0.005 to 0.010, and Water was adjusted to about 0.005.
However, a glass is red in MLT.
PT looks good...
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Cindigo 2.2 Stable + Indigo 2.2.11
Win xp or Vista (32bit), Core2 Quad, 4GB RAM
Re: Glass red...?
Posted: Sun Dec 27, 2009 6:00 am
by PureSpider
I think the reddish tint definitely IS a bug, my glasses in my cupboard don't turn red just because they are dispersing light...
In addition, MLT has some other weirdnesses, too since a few releases...
Re: Glass red...?
Posted: Sun Dec 27, 2009 7:11 am
by dakiru
Hi!
Did you try MLT+BiDir [SSF=2]? This combination works for me the best in most of the cases.
Re: Glass red...?
Posted: Sun Dec 27, 2009 7:19 am
by PureSpider
Compare to
this post; maybe this is the same issue?
Re: Glass red...?
Posted: Sun Dec 27, 2009 5:47 pm
by Ryouta Sumeragi
PureSpider wrote:Compare to
this post; maybe this is the same issue?
It looks like...
I met with the same phenomenon with 1.1.18 before, too.
I remember that I confirmed it only in MLT+BiDir then.
Re: Glass red...?
Posted: Sun Dec 27, 2009 5:51 pm
by Ryouta Sumeragi
dakiru wrote:Hi!
Did you try MLT+BiDir [SSF=2]? This combination works for me the best in most of the cases.
!!
Re: Glass red...?
Posted: Sun Dec 27, 2009 8:32 pm
by ZYX
Re: Glass red...?
Posted: Sun Dec 27, 2009 11:25 pm
by Jambert
dakiru wrote:Hi!
Did you try MLT+BiDir [SSF=2]? This combination works for me the best in most of the cases.
+1
So don't understand last render??? Precedence?!
Re: Glass red...?
Posted: Sun Dec 27, 2009 11:30 pm
by Meelis
Is the glass and water % different, like glass 9 and water 8.
Are there doubles with 0,1mm?

Re: Glass red...?
Posted: Mon Dec 28, 2009 12:57 am
by Ryouta Sumeragi
Jambert wrote:dakiru wrote:Hi!
Did you try MLT+BiDir [SSF=2]? This combination works for me the best in most of the cases.
+1
So don't understand last render??? Precedence?!
Meelis wrote:
Is the glass and water % different, like glass 9 and water 8.
Are there doubles with 0,1mm?
Oh...
The last result was both 10.
I am trying it in Glass9 and Water8 now.
But I am becoming the same result...
I used Precedence only in fog and dust.
It did not know the parameter to be necessary even in this case...
Re: Glass red...?
Posted: Mon Dec 28, 2009 1:03 am
by Ryouta Sumeragi
I attach C4D scene file just to make sure...
Re: Glass red...?
Posted: Mon Dec 28, 2009 1:44 am
by Meelis
All intersecting mediums need to have different %.
Glass hiest, next water, fog lowest.
Maybe u have inside fog cube some glass. There is intersecting, where is glass can't be fog - hier % glass takes over the area where 2 ore more mediums intersect. It may never be same % if they intersect.
Re: Glass red...?
Posted: Mon Dec 28, 2009 1:49 am
by fused
Ryouta Sumeragi wrote:I attach C4D scene file just to make sure...
okay, had a look at it.... either make your emitting mesh a closed volume (eg so it has a thickness) or change the emittion material to anything else than specular or glossy transparent (best would be total black diffuse).
all objects that have a material applied that takes a media (specular glossy transparen)
have to be closed volumes with normals facing the right direction or you will run into weird issues like this.
