Modelling thick glass.
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When I model a window it's usually as a "block". However, to something like iRay it's not a volume, it's two planes. This causes weird rendering artaefacts. Is it possible to model thick glass in this manner and if so, how should I configure my glass shader?
Comments
If it's a block hen it shoudl be possible to hae it behave as a solid - how are you setting the materials up? You certainly want "Thin Walled" off.
I suppose the question really should be "what qualifies as a block" to iRay?
EDITED to be clear to make a primitive cube or block
If you want block glass, I would start with a square or rectangular primtive and use a glass shader. Vary the thickness as need and try that. If you make sure the shader as the correct IOR, then I would think that works pretty well for a block. Here's a promo for a shader on the shop.
Beautiful.
I was thinking about how I'd do it if I was dev. I'd probably want to remember that I've "hit" glass, and continue the ray on rather than bouncing it there (depending on the glass you bounce it anyway). If I hit glass a second time then I was in a glass volume.
I think what I'll do is model the house without the glass then drop in some cuboids after import into Daz. I think iRay has a "primitive" concept that includes boxes which means it may handle that more efficiently than a modeller's "triangle soup" version, if Daz devs submit things like that.
It does need to be a cube, rather than two parallel planes - I thought that was what you meant you'd done.
No, I was modelling outside of Daz in SketchUp. Exporting that is a soup when it arrives inside Daz. That's why my glass wasn't rendering correctly. I'll do the thing with boxes.
Thanks.