Glass red...?

General questions about Indigo, the scene format, rendering etc...
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Ryouta Sumeragi
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Glass red...?

Post by Ryouta Sumeragi » Sat Dec 26, 2009 5:21 am

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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MLT is red...?
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Meelis
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Re: Glass red...?

Post by Meelis » Sat Dec 26, 2009 6:41 am

Hi

http://en.wikipedia.org/wiki/Dispersion_%28optics%29

And use supersamples 2+ for anti-aliasing.

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Ryouta Sumeragi
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Re: Glass red...?

Post by Ryouta Sumeragi » Sun Dec 27, 2009 4:14 am

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
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MLT+SSF=2
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PureSpider
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Re: Glass red...?

Post by PureSpider » Sun Dec 27, 2009 6:00 am

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...

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dakiru
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Re: Glass red...?

Post by dakiru » Sun Dec 27, 2009 7:11 am

Hi!

Did you try MLT+BiDir [SSF=2]? This combination works for me the best in most of the cases.

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PureSpider
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Re: Glass red...?

Post by PureSpider » Sun Dec 27, 2009 7:19 am

Compare to this post; maybe this is the same issue?

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Ryouta Sumeragi
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Re: Glass red...?

Post by Ryouta Sumeragi » Sun Dec 27, 2009 5:47 pm

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.

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Ryouta Sumeragi
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Re: Glass red...?

Post by Ryouta Sumeragi » Sun Dec 27, 2009 5:51 pm

dakiru wrote:Hi!

Did you try MLT+BiDir [SSF=2]? This combination works for me the best in most of the cases.
!!
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!?
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ZYX
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Re: Glass red...?

Post by ZYX » Sun Dec 27, 2009 8:32 pm

:shock:

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Jambert
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Re: Glass red...?

Post by Jambert » Sun Dec 27, 2009 11:25 pm

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?!

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Meelis
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Re: Glass red...?

Post by Meelis » Sun Dec 27, 2009 11:30 pm

:shock:

Is the glass and water % different, like glass 9 and water 8.
Are there doubles with 0,1mm?

Image

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Ryouta Sumeragi
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Re: Glass red...?

Post by Ryouta Sumeragi » Mon Dec 28, 2009 12:57 am

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... :oops:
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...

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Ryouta Sumeragi
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Re: Glass red...?

Post by Ryouta Sumeragi » Mon Dec 28, 2009 1:03 am

I attach C4D scene file just to make sure...
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Meelis
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Re: Glass red...?

Post by Meelis » Mon Dec 28, 2009 1:44 am

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.

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fused
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Re: Glass red...?

Post by fused » Mon Dec 28, 2009 1:49 am

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. :)

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