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 Post subject: AGS problems
PostPosted: Sat Jan 03, 2009 11:24 pm 

Joined: Mon Jan 16, 2006 1:44 am
Posts: 1033
Location: Zürich
In my indoor scene, there are glass sliding doors for which I used the ags_standard.mxm from the material database. All objects behind those half open glass doors are much darker than if there's no glass in front of them. Sadly it's very strong noticeable... is there any way to avoid this?
Or should I better use normal dielectric glass in this situation? I'm a bit afraid of a too low benchmark value since the scene already takes quite long on my machine.


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 Post subject:
PostPosted: Sun Jan 04, 2009 2:40 am 
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Joined: Fri Mar 30, 2007 12:22 am
Posts: 1239
Location: Giedi Prime
hi kami,

i am not an ags specialist.. but since i always work a lot with sky and sun i have been using using this material (or derivatives) for glass in most of my scenes:

http://mxmgallery.maxwellrender.com/sea ... n%20shadow

it is Tim Ellis's SunShadowThroughGlass material, very nice imho.

maybe it helps your setup...

are you using Sun? ..post an image if you can...

cheers,
p.

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PostPosted: Sun Jan 04, 2009 3:25 am 
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Joined: Sat Feb 24, 2007 11:50 pm
Posts: 7339
Location: Tulsa, Oklahoma
Using AGS, if you want more sunlight to shine through, decrease the weight amount of the reflectivity layer. AGS, by default is given too much reflectivity in my opinion. Remember, the more light it reflects, the less light is getting through, making your interior dark.

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 Post subject:
PostPosted: Sun Jan 04, 2009 8:53 pm 

Joined: Mon Jan 16, 2006 1:44 am
Posts: 1033
Location: Zürich
thx for the help.
the only idea i would had left was to render it once without glas and once with a mirror instead of the glass and overlay those two in photoshop. but i'm not so sure if the result would have been usable.
i sadly cannot show the image, but i've built a test scene which shows the situation quite well
Image

the image shows a version with normal dielectric glass and doesn't work that bad. i think i tried this one before, but failed because of a modelling failure (3 planes in a row don't work that well ;)) I'm only worried a bit about the rendering times, so i'll also give tim's material a try.
luckily there's no direct sunlight in this scene. just some sky light from the exterior and (to be added) some emitters on the inside.


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 Post subject:
PostPosted: Sun Jan 04, 2009 10:44 pm 
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Joined: Wed Apr 13, 2005 4:58 pm
Posts: 3015
Location: Madrid
Too strong refraction! Are you using just a plane or a box? If your material has some refractive layer it needs a closed geometry to look good.

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