Partial refractions in viewport.
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Having issues getting objects with partial refractions to show in the viewport.
Specifically I have a combined sclera/cornea surface with a refraction weight map, the surface won't show in the viewport using 'wire texture shaded' unless the refraction weight is near 0.0, when it is set to 1.0 it hides any other surfaces in the eye with either partial refraction or partial opacity (in the textured viewport only).
Is it my GL version doing this, do I need 4.0?, or is partial refraction simply not implemented in daz?
I'd redesgin it, but you can't use opacity maps with refraction in iray.
![](https://farnsworth-prod.uc.r.appspot.com/forums/uploads/thumbnails/FileUpload/ec/c2622470e0d0b6b09e69dd2d323499.jpg)
![](https://farnsworth-prod.uc.r.appspot.com/forums/uploads/thumbnails/FileUpload/ec/c2622470e0d0b6b09e69dd2d323499.jpg)
partial refractions.jpg
448 x 450 - 180K
Comments
The OpenGL viewport modes do not suport many advanced features, and refraction - which depends on ray-traing - is definiely not supported.
Thanks for the info.
Guess i'll make a feature request to use the inverse of the refraction map as the alpha channel when the alpha channel isn't used.
I agree, it would be nice for the GL view to have an "alt" display of surfaces that at-least portrays something that is relative to the display. Unfortunately, at the moment, if it doesn't have a "literal", specific function, it just doesn't attempt to use that shader information. (This would also be especially handy for hair, which is often a garbled mess of solids and ribbons that looks nothing like the actual rendered hair.)
Yes, they could easily add an ALT display, wven if you DID use something like transparancy, in addition to a refraction-level. You simply Delta the two values, or use the most dominant one. (It isn't a hard calculation to simulate these things in another render-display. It is capable od displaying it, it just doesn't, by design.)
This is why they have the IRAY preview, by the way. So you can see a representation that more closely matches the final render, in iray. The other views are for various other "fast" displays. Though, rendering opacity would not impact those views, as they do use opacity, if that specific value is set. (Again, there is no direct 1:1 relation of refraction-to-opacity, as there are many more factors that play into anything like a realistic output. Such as distortion and blur.)
This is why many of us have gotten multiple "fast" cards. So the IRAY preview displays almost as fast as the GL previews. There is nothing like being able to see instant changes, as they would appear in a final render, before hitting the "Render" button.