Good day,
In some recent render testing, I noticed that with matching (as far as I can see) shader and render settings across different render engines—Arnold appears to be the "odd one out" when it came to a glass shader.
Here are the render examples below.
(some render engines appear to need extra ray-depth, even though they're all set to 3 bounces)
Shader setting example:
Base / Diffuse: 0
Spec / Glossiness: 1
Transmission / Refraction: 1
IOR: 1.52
Arnold:
Arnold
Redshift:
Redshift
Karma:
Karma XPU
Vray:
Vray
Why is the Arnold result so different to all the others?
Any suggestions to get the result matching? I tried increasing IOR even more, but that seems the incorrect choice.
All the best,
amwilkins
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Hi,
No I don't think so—I've got all render engines set to 8 transmission / refraction depth
(Likewise, 3 diffuse and specular bounces)
Some of the engines like Redshift seem to require additional depth then those dark zones go away, but just left same settings for now.
Interesting how Karma, Vray and Redshift all look similar and Arnold is so totally different.
some setting examples:
ARNOLD
REDSHIFT
ARNOLD RAYDEPTH
Thanks!
amwilkins
Hi Daniel,
Unfortunately that's not the issue... I can set "Total" super high but the render result doesn't change.
Attached below, very high depth across all settings (just to rule out any sort of ray depth problems)
amwilkins
It's just the "Stanford Dragon"
https://casual-effects.com/data/
With a Arnold Standard Surface shader using they're own glass preset.
i think you have double sided geo off
Hello,
Yes!
That did the trick... I'm using Solaris—for some reason the default behavior for Arnold appears to be different to other render engines.
So I had to drop down a render geometry settings node to correct it.
Thanks for the help!
amwilkins
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