Glossy transluscent and grass
Forum rules
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.
Glossy transluscent and grass
I have a question about glossy translucent material. I am trying to make grass, but wiki has very little information on how to use this material. And what troubles me the most is that part of grass just disappear. The first screen is glossy material and the second is glossy translucent.
CPU Bidir + Metropolis | Core i5-4570
Re: Glossy transluscent and grass
Too much transmission ? Have you tried to use a darker color ?wasd wrote: ↑Mon May 14, 2018 1:36 pm I have a question about glossy translucent material. I am trying to make grass, but wiki has very little information on how to use this material. And what troubles me the most is that part of grass just disappear. The first screen is glossy material and the second is glossy translucent.
Re: Glossy transluscent and grass
Yep.
And two more shots with a little different angle of view. One has grass disappeared, other has not.
If it matters, HDRI is green point park 8k from hdrihaven.
- Attachments
-
- machine-le-grass-test-b.blend
- (1.59 MiB) Downloaded 233 times
CPU Bidir + Metropolis | Core i5-4570
Re: Glossy transluscent and grass
When you turn around it with viewport render running, you can see it flicker.
Weird problem.
Weird problem.
Re: Glossy transluscent and grass
Scene size
Max. path depth
Re: Glossy transluscent and grass
It also depends on normals direction. It's either left side, or right side which disappear (depending on normals direction). Left/right side of the screen, not the side of the bush.
CPU Bidir + Metropolis | Core i5-4570
Re: Glossy transluscent and grass
I have tried different epsilon settings, or deleting the (large) ground plane, but it does not help.
Re: Glossy transluscent and grass
Oh, aren't they solid ? There may be a mess with inside/outside volumes. Glossy translucent material is like glass, it assumes to enclose a volume and has different behaviors when a ray is going from outside to inside and vice versa. I think this is the source of your problem.
Have you tried to use normal glossy + transparency ? Transparency is a property common to all materials. It also a lot faster to render than glossy translucent material.