Glass red...?
- Ryouta Sumeragi
- Posts: 30
- Joined: Sun Jul 05, 2009 4:11 am
- Location: Japan
Glass red...?
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
It reddens when Cauchy B Coefficent is used in the MLT mode...
Is my setting bad?
Is there a good method?
--------
C4D User
Win xp or Vista (32bit), Core2 Quad, 4GB RAM
- Attachments
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- MLT is red...?
- 20091224.jpg (86.52 KiB) Viewed 20823 times
- Ryouta Sumeragi
- Posts: 30
- Joined: Sun Jul 05, 2009 4:11 am
- Location: Japan
Re: Glass red...?
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
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...
--------
Cindigo 2.2 Stable + Indigo 2.2.11
Win xp or Vista (32bit), Core2 Quad, 4GB RAM
- Attachments
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- MLT+SSF=2
- 20091224_.jpg (111.38 KiB) Viewed 20703 times
- PureSpider
- Posts: 1459
- Joined: Tue Apr 08, 2008 9:37 am
- Location: Karlsruhe, BW, Germany
- Contact:
Re: Glass red...?
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...
In addition, MLT has some other weirdnesses, too since a few releases...
Re: Glass red...?
Hi!
Did you try MLT+BiDir [SSF=2]? This combination works for me the best in most of the cases.
Did you try MLT+BiDir [SSF=2]? This combination works for me the best in most of the cases.
- PureSpider
- Posts: 1459
- Joined: Tue Apr 08, 2008 9:37 am
- Location: Karlsruhe, BW, Germany
- Contact:
- Ryouta Sumeragi
- Posts: 30
- Joined: Sun Jul 05, 2009 4:11 am
- Location: Japan
Re: Glass red...?
It looks like...PureSpider wrote:Compare to this post; maybe this is the same issue?
I met with the same phenomenon with 1.1.18 before, too.
I remember that I confirmed it only in MLT+BiDir then.
- Ryouta Sumeragi
- Posts: 30
- Joined: Sun Jul 05, 2009 4:11 am
- Location: Japan
Re: Glass red...?
!!dakiru wrote:Hi!
Did you try MLT+BiDir [SSF=2]? This combination works for me the best in most of the cases.
- Attachments
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- !?
- 20091224__.jpg (47.66 KiB) Viewed 20607 times
Re: Glass red...?
+1dakiru wrote:Hi!
Did you try MLT+BiDir [SSF=2]? This combination works for me the best in most of the cases.
So don't understand last render??? Precedence?!
Re: Glass red...?
Is the glass and water % different, like glass 9 and water 8.
Are there doubles with 0,1mm?

- Ryouta Sumeragi
- Posts: 30
- Joined: Sun Jul 05, 2009 4:11 am
- Location: Japan
Re: Glass red...?
Jambert wrote:+1dakiru wrote:Hi!
Did you try MLT+BiDir [SSF=2]? This combination works for me the best in most of the cases.
So don't understand last render??? Precedence?!
Oh...Meelis wrote: Is the glass and water % different, like glass 9 and water 8.
Are there doubles with 0,1mm?
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...
- Ryouta Sumeragi
- Posts: 30
- Joined: Sun Jul 05, 2009 4:11 am
- Location: Japan
Re: Glass red...?
I attach C4D scene file just to make sure...
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- 20091224_.zip
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Re: Glass red...?
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.
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...?
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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