Thanks Meelis!Meelis wrote: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.
I was able to finally understand definitely...
Thanks fused!!fused wrote: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.
Other than a problem to turn red, it seems to have been settled approximately entirely.
It seems that MLT-BiDir is slightly still different, but is it solved by rendering time?