Translucent rotors in glass

Started by DriesV, June 15, 2013, 11:34:59 AM

Previous topic - Next topic

0 Members and 3 Guests are viewing this topic.

DriesV

Just playing with translucent materials. :)

Dries

evilmaul

nice!
which glass material? regular or solid glass?

DriesV

Thanks, Marco!
It's regular glass. The translucent material seems not to play nice yet when placed inside other transparent material types.

Dries

evilmaul

yeah I get the same thing thats why I asked :)
I let Henrik know about this issue....I hope its an easy fix.

DriesV

Quote from: evilmaul on June 15, 2013, 03:01:02 PM
yeah I get the same thing thats why I asked :)
I let Henrik know about this issue....I hope its an easy fix.

I already mailed the beta team about this today. :)
Along with the question of why objects placed within translucent objects do not show through, even when translucency is really high (1000) and the object is placed just underneath the surface.
Do you experience that too? Do you know a workaround?

Dries

evilmaul

well I knew about that too as I briefly discussed that with Henrik. Thats a completely different approach (volumetric) to translucency to make inner object show thru and which would require, I guess, I totally different shader. This effect I think its quite more complex computational wise and often times is simulated using blurred shadows maps or something like that. I leave a proper answer to Henrik if he happens to read this thread :)


DriesV

Quote from: evilmaul on June 15, 2013, 03:54:00 PM
well I knew about that too as I briefly discussed that with Henrik. Thats a completely different approach (volumetric) to translucency to make inner object show thru and which would require, I guess, I totally different shader. This effect I think its quite more complex computational wise and often times is simulated using blurred shadows maps or something like that. I leave a proper answer to Henrik if he happens to read this thread :)

Aha, very interesting points.
Anyway, this limitation is no big deal for me. I justed wanted to see how far I could stretch the translucent shader.
I'd rather have ludicrous speed with great sss quality, than absolute flexibility with abysmal speed.

Dries

KeyShot

Quote from: evilmaul on June 15, 2013, 03:54:00 PM
well I knew about that too as I briefly discussed that with Henrik. Thats a completely different approach (volumetric) to translucency to make inner object show thru and which would require, I guess, I totally different shader. This effect I think its quite more complex computational wise and often times is simulated using blurred shadows maps or something like that. I leave a proper answer to Henrik if he happens to read this thread :)

That is indeed correct. We may expose this shader if there is enough interest in it.