Default material visible in glass render?

s.aartsR967Y
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Participant

Default material visible in glass render?

s.aartsR967Y
Participant
Participant

Hi,

I am struggeling with rendering some glass parts. When applying a glass as a physical material and trying to render it, it seems that the defaul material (steel) is still visible. I have also added the glass as an appearance. 

In the editing render environmen I see a perfectly transparent part (image1) , but after rendering or during in canvas rendering, I get a result as in image2. Does anyone have any idea what is happening here? 

 

Thanks!

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TrippyLighting
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Consultant

1. Glass reflects and refracts it's environment. What you see is a result of the environment used for lighting the scene.

2. Glass also absorbs light. The thicker the Glass, the more it absorbs light. An thick object that is made of solid Glass might look almost opaque.

 


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s.aartsR967Y
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Hi, thanks for the response.

Option 2 might be relevant. But incase of option 1, I chose a solid white background, so there should not be anything to reflect in the glass.

 

I actually changed to another rendering program for this, since I couldn't get it as I wanted.

 

 

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TrippyLighting
Consultant
Consultant

All of the above is relevant. Whether it applies to your specific scene is another question.

I cannot evaluate that as you did not share your scene. Here is another thread where a used encountered different problems, but the renders I show what can be done in Futons 360.

 

If you can share your file (export as .f3d and attached h to next post) maybe I can show you what the problem is.


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s.aartsR967Y
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Participant

Hi,

I have looked into the blogposts involving glass renders, but even with help of those I could not understand the issues I have. If you can show me that would be great.

 

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TrippyLighting
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Accepted solution

I am not sure this will work for your purposes. In the end, Fusion 360 uses a PBR render engine and attempts to somewhat accurately render real glass. The  vertebrae in the middle is a solid block of glass with all its properties and you can only modify those so far. I set eh absorption color to pure white and set the absorption distance to 100 mm.

 

I added a while semi circular emitter background and the studio lighting lighting the scene from the back.

 

Spine_2021-Jul-08_01-08-59PM-000_CustomizedView22276178493_png_alpha.png

  

If you have access to the original quad mesh this was created from you have more options. You could, for example shell the glass object, so instead of having a solid block of glass you'd have a thin shell.


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s.aartsR967Y
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Hi! That looks much better!

I guess that making a shell of the vertebra will help indeed, but I have no access to that. Perhaps I can try converting a solid. For now, it helps  to know how to tweak the available parameters. Thanks for you time!

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