This is a known issue since a moment now. And even if we manage to live with that thanks to feature like shadow color it is still anoying to deal with high roughness glass surfaces. And it is even hard when you have homgenous volume in the mix.
Cycles Render
Luxcore Render
And here is a paper on the implementation :
https://blog.selfshadow.com/publication ... _final.pdf
Dark rough glass
Re: Dark rough glass
If disney material in luxcore had multiscatter ggx this problem should be solved, unless there is some other trickery going on.
Re: Dark rough glass
To the Devs is that possible and less hard ?
Re: Dark rough glass
I think it would be easier to fix this in the rough glass code first.
Currently the disney material in Lux can't even be used to represent glass.
Currently the disney material in Lux can't even be used to represent glass.