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As you can see in the picture, I have modeled a Bath Screen.
The problem is that, as you can see in the wooden deck that is shown BEHIND the bathscreen, what you see through the glass is not accurate.
Note that when the two glasses overlap a little bit, this should make the background darker, and it actually makes it lighter. Also, note that the deck is much more lighter in the left of the render that in the right, and the same quantity of glasses is between the camera and the deck.
Finally, as you can see in the leftmost part of the bath screen, the glass reflects, guess what, THE DECK. and it is in front of it, it sort of continues in the reflection of the glass.
These are all inaccuracies of the glass I don’t know how to solve. Any answer?
Mental Ray - 3ds Max 2010.
Nothing more, nothing less.
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Sorry, there it is.
Mental Ray - 3ds Max 2010.
Nothing more, nothing less.
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These are all inaccuracies of the glass I don’t know how to solve. Any answer?
None of the things you mention seem like inacuracies to me.
Note that when the two glasses overlap a little bit, this should make the background darker, and it actually makes it lighter.
Not necaserally, tinted glass may make objects behind look darker, but what if the glass is reflecting something white in the scene. Your glass does not seem to have a strong tint, but it does look to be reflecting something light in the scene.
Also, note that the deck is much more lighter in the left of the render that in the right, and the same quantity of glasses is between the camera and the deck.
It’s not just reliant on the number of glass paines you are looking through, but also the angle of the glass. The lighter area on the left is looking through glass that is parrallel to the wooden deck, which as I mentioned appears to be reflecting something bright, the darker area on the right is perpendicular to the deck, and therefore reflecting something else, not as bright.
Finally, as you can see in the leftmost part of the bath screen, the glass reflects, guess what, THE DECK. and it is in front of it, it sort of continues in the reflection of the glass.
That is the reflection of the deck in the glass that is perpendicular to the deck, so the reflection is perfectly normal and expected to be that way.
It would help to know what renderer and materials you are using, I assume mr with either A&D or Pro Mats.
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I am using for the glass a Arch & Design, Solid Geometry Glass, And i changed slightly the sky.blue usual tint for a completely non-color glass (This is the product we are trying to sell, with the absence of the typical green sides of the glass)
I understand your arguments of why is it theoretically correct. But I feel it is too unrealistic.Glass just doesn’t normally reflect PERFECT reflections. I work between bath screens, and i’ve never seen the glasses affect so much outcome. The right is light, the left is dark. It is not even a degraded darking. It just abruptly changes. Even in real life this doesnt happen that way…
Mental Ray - 3ds Max 2010.
Nothing more, nothing less.
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The right is light, the left is dark. It is not even a degraded darking.
It is not that the left is darkened, but the right that is lightened, caused by a reflection of a bright object in the scene. The difference is abrupt because the glass on the left is not reflecting that object, because it’s facing in a different direction.
It’s a perfectly natural effect that is seen every day, but if you want to avoid this effect, you could identify the bright object that is reflecting and change it to a dark material.
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