No because architectural glass requires to have "straight" shadow rays while this is not possible with rough glass. However there may be more than one work around. For instance, I guess you are using symmetrical lengths for eye/light pats; have you tried to use something like 6/2 instead of 4/4 lengths ?Sharlybg wrote: ↑Sun Mar 18, 2018 4:37 pm Just wanna know :
Is there any possibility to add roughness control to architectural glass ?
Will be nice to have this. To speed up Bidir engine i currently use low path/eye deph number( 2 to 4 or 6 max for both).But this method result in very dark Rough glass.
A 6/2 setting requires to trace exactly the same amount of rays but allow longer paths inside a specular surface like glass.
If you post a test scene with an example of dark glass due to the path settings, I can be more specific.