Render exploding textures?

Okay, maybe exploding is the wrong word...

but I cannot figure out why the image is changing from what I see in image 1, to the final render is image 2...

Obviously something is very wrong.

Any ideas? All textures (except G8F) are iRay defaults.

Glass.png
581 x 436 - 118K
Driving a Mini Cooper.png
1013 x 759 - 835K

Comments

  • nonesuch00nonesuch00 Posts: 18,333

    Not a bug or mistake.

    The 1st is the openGL preview mode, it is meant to be only vaguely accurate in an exaggerated way. The 2nd is the iRay rendered image, it is meant to be accurate according to the parameters set in the material Surfaces tabs. It is 'more real-world' accurate than openGL textured preview mode.

  • ViallyVially Posts: 343

    Well yes,

    What I am referring to is what is happening inside the car.

    to me it appears that the windows are magnifying what is inside, and is taking a "snapshot" based on the compass points of the axis of the car, and then projecting that to the windows as a "texture" - by no means an "accurate" representation. Particularily if you look at the girl in the car window as apposed to in the front window. There are two different angles represented tehre, and niether one of them is correct if refering back to what the model looks like pre-render.

  • Eagle99Eagle99 Posts: 159
    edited April 2018

    This looks like "Thin walled" for the glass shader is turned off in combination with some refraction above 1.

    This can get you this kind of effect, projecting what's inside to the surface.

    It gives the effect, like if the whole mesh is filled... here with glass.

    Kind regards, Eagle99

    GlassEffect.png
    926 x 1400 - 371K
    Post edited by Eagle99 on
  • ViallyVially Posts: 343

    Perfect!

    That was 100% what was wrong. No I just need to change some settings so the glass is actually there again :)

    Driving a Mini Cooper.png
    1013 x 759 - 804K
  • Eagle99Eagle99 Posts: 159
    edited April 2018

    Nice... a refraction index above 1 gives some kind of thickness to the glass.

    You can also try the diffent Iray Uber glass shaders...

    Some glossy roughness can also be added to make it a bit more visible.

    Post edited by Eagle99 on
  • ViallyVially Posts: 343

    Have been playing with just those settings. managed to make it dark, but it is still crystal clear, will look at roughness.

    Unfortunately the car is a good model, but not a great one... the setting for "Glass" covers anything that might be glass in the model, which includes the head and tail lights as well as the windows. indecision

    Going to keep playing with it and see if I can get a material set for it that may be able to be used.

    Thanks again for the pointer.

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