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- Marco Cattaneo
- Registered: 2012-02-04
- Posts: 11
Still questions about Mia_materials (refractions)
Well, I promise that if I find more questions, I'll probably group everything into one thread... Anyway.
Still I'm confused about Mia_material implementation... I always have doubts on some aspects, so I can't figure out if I discover bugs, or I'm just (more likely) missing something about 3Delight workflows
This time I have problem with refractions.
I have 2 simple models, 2 bowls. Geometry is fine, and I added visibility attr so they are visible to raytraced shadows, occl rays and specular rays. I added one directional light, with RT shadows.
I assigned a simple Blinn to one bowl, and a mia_mat to the other. Setup some parameters to simulate glass, and for renderman's sake, If I try to achieve "white colorless glass", raytraced shadows just disappear.
Here's the scene, the bowl on the left is the Blinn (looks quite bad), on the right the Mia material. If I leave the "color" parameter under the refraction tab at white, I get no shadows.
https://docs.google.com/open?id=0B8EjKX … ERhb2pQdVk
By tinting the glass, it shows shadows
https://docs.google.com/open?id=0B8EjKX … mZYUHU3NDg
And some more
https://docs.google.com/open?id=0B8EjKX … U9KWkNld0E
So Am I missing something, or I should be able to obtain white glass with shadows without problems? (btw, there are no photons or other fancy stuff casted into the scene, it's a "fast image based lighting" with an envmap and nothing more)
Question number 2:
how can I map textures to the glossiness value of the Mia material? As soon as I connect a texture in the slot, the material cease to render (showing the renderman default mat)
https://docs.google.com/open?id=0B8EjKX … W9VeDlqN1U
Thanks in advance