When I try to increase the glass roughness value the edges of the object get very dark.
I am trying to get this result:
https://ibb.co/ns9CTtV
But I am getting this by using glass shader with 0.5 roughness value and homogeneos volume with red absorption color and 0.05 scatter scale:
https://ibb.co/9vcgkmx
Am I using wrong materials?
Glass roughness problem
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Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Re: Glass roughness problem
Are also using a volume or not ? It may be worth trying to use glass+homogeneous volume with a lot of scattering, it may be a more accurate simulation of that kind of material.
Also, that kind of darkness,may be the result of too short paths: try to increase the max. path depth.
If you post a test scene, it will be easier to help you.
Re: Glass roughness problem
Dade wrote: ↑Wed Jan 16, 2019 9:46 pmAre also using a volume or not ? It may be worth trying to use glass+homogeneous volume with a lot of scattering, it may be a more accurate simulation of that kind of material.
Also, that kind of darkness,may be the result of too short paths: try to increase the max. path depth.
If you post a test scene, it will be easier to help you.
Re: Glass roughness problem
I think the material you should use is "mattetranslucent": https://wiki.luxcorerender.org/LuxCoreR ... ranslucent
Roughglass is more intended for opaque glasses like the one used in bathrooms, etc.:
mattetranslucent+volume as described in https://wiki.luxcorerender.org/LuxCoreR ... sion_Color should deliver the result you are looking for.
Your test scene has also a very uniform and low intensity light (i.e. sky only), I would add a sun light source (or some other kind of direction light source).
Roughglass is more intended for opaque glasses like the one used in bathrooms, etc.:
mattetranslucent+volume as described in https://wiki.luxcorerender.org/LuxCoreR ... sion_Color should deliver the result you are looking for.
Your test scene has also a very uniform and low intensity light (i.e. sky only), I would add a sun light source (or some other kind of direction light source).