Glass blocking light through windows

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NiGMa
Posts: 129
Joined: Thu Sep 14, 2006 2:38 am
Location: Australia

Glass blocking light through windows

Post by NiGMa »

Hi Kray'ers!

Question: When I have glass polygons in the window it blocks the light coming through from my skydome object, even though the glass is on something like 90% transparency, shouldn't it let 90% of the light through as well? How do you guys do it? I really don't want to have to do multipass rendering. Lots of our jobs require glass everywhere, big open spaces with huge glass doors and windows. Thanks

I have attached two files that show glass turned ON and glass turned OFF. Its splotchy because FG is at 0, lol.

NiGMa
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jure
Posts: 2142
Joined: Thu Jun 02, 2005 6:53 pm

Post by jure »

The glass polygons shouldn't be blocking light from skydome. If they do then it's a bug.

Anyways to get as much light in as possible I usually put my windo glass polygons on separate layer and turn off cast and receive shadows for that object.

It's also a good idea to use area lights in place of windows since they create fastest and better light than luminous polygons.
- Jure
NiGMa
Posts: 129
Joined: Thu Sep 14, 2006 2:38 am
Location: Australia

Post by NiGMa »

I do have them on a different layer so I turned off cast/receive shadow for it, but it had no effect, also, i tried a full 100% transparency setting aswell as 0% color filter, 0% diffuse but it still blocked the light 100% so I guess it is a bug then, can we have this corrected in 1.7?

Putting lights behind the windows wrecks the view from outside, there will be bright spots where the windows are. Lots of our jobs require lots of views of inside and outside, I'd like to be able to use te same lighting setup for all views. Another point is that I want to see the backyard/pool area from inside, not just have total white windows, I know in reality cameras have this affect, but our human eyes are able to adjust so that we see inside and outside at the same time, HDR yes? Also, i have a question about this, I'll post another thread and show you what I mean.

Thanks again.
jure
Posts: 2142
Joined: Thu Jun 02, 2005 6:53 pm

Post by jure »

Yes it will be fixed in 1.7.

There's also new Exponential HSV mode which helps in situations with over bright exteriors...
- Jure
NiGMa
Posts: 129
Joined: Thu Sep 14, 2006 2:38 am
Location: Australia

Post by NiGMa »

Yay, I finally found a solution for this. Its to put all glass on a separate layer and check "unseen by radiosity". Nothing else has worked until now! =)
except
Posts: 89
Joined: Tue Sep 05, 2006 7:07 pm

Post by except »

Hi NigMA,

if you turn off area light visibility, you won't get the bright spots from the area lights outside the windows.

i have not encountered the bug you're experiencing. Are you perhaps using a gradient to control the transparency, or a fresnel shader or something of that order? They can be problematic.

also, if your ray recursion level is set too low, this might happen. make sure that if you use kray it's set to 10 or higher.
NiGMa
Posts: 129
Joined: Thu Sep 14, 2006 2:38 am
Location: Australia

Post by NiGMa »

Hi except,

I don't use area lights, I hear most people put area lights behind there windows but this is unsuitable for my renders as most of them require views from inside looking outside, vice versa, in our tropical climate the living areas indoor and outdoor are not that separated. I usually only have skylight. and one spot light in my scenes, although sometimes my sun spot is turned into a area light by kray, but I dont have that option normally ticked.

I do use gradients but it tested it disabled and I doesn't help, i thought it might be the color filter I had at 100% but it made no change when i set it too 0%. I even tried with a completely 0% diffuse 100% trans everything else erased and still get strong shadows from the glass polys.

Also, i always have recurse 10; in my cmds, sometimes it goes higher if needed but i dont think it would have any affect.

But all this doesn't really matter as the "unseen by radiosity" check box solved it all, THANK GREGORZ!
silverlw
Posts: 453
Joined: Thu Jun 02, 2005 7:05 pm
Location: Sweden
Contact:

Post by silverlw »

I just feel sad to see youre playing with such an old version of Kray, please upgrade.
erwin zwart
Posts: 152
Joined: Sun Jan 22, 2006 5:22 pm

Post by erwin zwart »

he uses 1.7 OB5 according to the "unseen by radiosity" thankword. Silver, no reason to be sad ;)
NiGMa
Posts: 129
Joined: Thu Sep 14, 2006 2:38 am
Location: Australia

Post by NiGMa »

Erwin Zwart wrote:he uses 1.7 OB5
correct ;)
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