Forums
You are not logged in.
#1 2012-05-07 19:46:14
- Marco Cattaneo
- Member
- 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.
Ex:
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.
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)
No glossy:
https://docs.google.com/open?id=0B8EjKX … W9VeDlqN1U
Thanks in advance
Offline
#2 2012-05-18 18:36:42
- Marco Cattaneo
- Member
- Registered: 2012-02-04
- Posts: 11
Re: Still questions about Mia_materials (refractions)
So, anybody who can help?
Offline

