[Bf-cycles] Should the Glass Node only colorize the refractive part?

Brecht Van Lommel brechtvanlommel at pandora.be
Wed May 13 18:11:27 CEST 2015


For a more realistic result, try adding colored Volume Absorption to
the volume shader, and leaving the Glass BSDF white.

Volume rendering might sound slow, but for this specific case it's
actually really fast and most likely the behavior that you want.

On Wed, May 13, 2015 at 4:47 PM, Zauber Paracelsus <zauber at gridmail.org> wrote:
> AFAIK, the glass node is used for more than just glass, so a change like
> that may break some existing materials.  I think that the desired effect
> could be accomplished by using a mix node with two Glass BSDF's, using
> Geometry->Backfacing as input:
>
> Nodes:
> https://lh3.googleusercontent.com/-b24DAom16IM/VVNjSj32GTI/AAAAAAAAExk/drAK--GUFB8/s728/MoreRealisticGlassNodes.png
> Render:
> https://lh3.googleusercontent.com/-tQt9ZBJZ2Ww/VVNjSVH_JAI/AAAAAAAAExk/k4NRN7u8GeM/s512/MoreRealisticRender.png
>
> I don't know if this is 100% accurate, though.
>
>
> On 05/13/2015 10:20 AM, gottfried at blenderdiplom.com wrote:
>> Hello Cycles Developers,
>>
>> currently, the Cycles Glass BSDF colorizes the reflections like metal
>> would. That should not be the case, only the refractive portion of the
>> light should be colorized.
>>
>> Check out the following image:
>> http://www.pasteall.org/pic/88066
>>
>> On the bottom right the current Cycles glass, colorizing the
>> reflection on the monkey. On the bottom left a monkey with a material
>> consisting of the node setup on the top. The refracted rays get
>> colorized but not the reflections.
>>
>> Should this be the default behaviour for Cycles glass?
>>
>> Here a photo of real glass:
>>
>> http://www.pasteall.org/pic/88067
>>
>> Cheers,
>> Gottfried
>>
>>
>>
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>
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