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Thread: Half transparent mirror

  1. #1
    Join Date
    Mar 2012
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    14

    Default Half transparent reflection with refraction

    Hi all,

    has someone an idea how to achieve this?

    What I want is the possibility to model a surface that reflects half of the rays and lets the other half pass through it by transparency.

    Which material would you suggest to use and which further setting would be necessary?

    thanks
    Last edited by Shredd0r; April 16th, 2012 at 17:07.

  2. #2
    Join Date
    Mar 2011
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    76

    Default

    but what's the problem?
    mia_material with transparency set to 1 and reflectivity to 0.5. BRDF should be 1/1 (0/90 angle reflectivity)
    Last edited by Zxx; April 16th, 2012 at 08:35.

  3. #3
    Join Date
    Mar 2012
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    Default Half transparent reflection with refraction

    Thanks

    That's what I wanted to know. With this material I get this result:
    Code:
    shader "mia_x_inst"  "mia_material_x" (
        "transparency" 1,	
        "refr_ior" 1.0,		
        "reflectivity" 0.6,
    	
        "brdf_fresnel" 0,
        "brdf_curve" 1,
        "brdf_0_degree_refl" 1.0,
        "brdf_90_degree_refl" 1.0,
        "brdf_conserve_energy" 1,
    	
        "do_refractive_caustics" 1,
        "lights" ["lights-instance"]
    )
    000105_half.png



    Ok now the next problem ist, that I want to have this effect with refraction.
    So I modified the material this way:
    Code:
    shader "mia_x_inst"  "mia_material_x" (
    	"transparency" 1,	
        "refr_ior" 1.5,		
    	"reflectivity" 0,
    	
    	"brdf_fresnel" 0,
    	"brdf_curve" 1,
    	"brdf_0_degree_refl" 1.0,
    	"brdf_90_degree_refl" 1.0,
    	"brdf_conserve_energy" 1,
    	
        "do_refractive_caustics" 1,
    	"lights" ["lights-instance"]
    )
    000105_ior.png

    Now you see, thou I set the reflectivity to 0 the yellow cube is reflected with 100%.
    Last edited by Shredd0r; April 16th, 2012 at 17:07.

  4. #4
    Join Date
    Dec 2004
    Location
    Marina Del Rey, California
    Posts
    2,929

    Default

    Please leave the reflectivity at where you had it, ie 0.6. Reflectivity is considered first, then transparency is taken from diffuse.

    So set your transparency to 1.0

    That will give you 60% reflection and 40% refraction.
    Barton Gawboy
    Training and Special Projects, NVIDIA ARC
    LAmrUG Forum Originator

  5. #5
    Join Date
    Mar 2012
    Posts
    14

    Default

    Unfortunately not

    Code:
    "transparency" 1,	
    "refr_ior" 1.33,		
    "reflectivity" 0.6,
    	
    "brdf_fresnel" 0,
    "brdf_curve" 1,
    "brdf_0_degree_refl" 1.0,
    "brdf_90_degree_refl" 1.0,
    "brdf_conserve_energy" 1,
    gives:
    000105_0.6.png

    How can that be? Maybe my mental ray version is somehow broken in that case? It's 3.9.4.13
    It's terrible

  6. #6
    Join Date
    Nov 2008
    Posts
    233

    Default

    you have both "brdf_0_degree_refl" and "brdf_90_degree_refl" set to 1.0

  7. #7
    Join Date
    Mar 2011
    Posts
    76

    Default

    Shredd0r, on last image I can see both reflection (yellow box) and refraction (red boxes). 60% reflectivity and 40% transparency. set "reflectivity" to 0.5 if you want 50/50 ratio.
    what's wrong?

  8. #8
    Join Date
    Mar 2011
    Posts
    76

    Default

    Quote Originally Posted by maxt View Post
    you have both "brdf_0_degree_refl" and "brdf_90_degree_refl" set to 1.0
    it's correct for perfect mirror. this brdf multiplied by reflectivity value.

  9. #9
    Join Date
    Mar 2012
    Posts
    14

    Default

    The ratio and how the brdf curve goes doesn't matter at the moment.

    What I want to have is the reflections in the image with the refractions more transparent.
    But the reflections created by the IOR are never transparent at my rendering.

    On the following images I chose a very low IOR:
    Code:
    "refr_ior" 1.05,		
    "reflectivity" 0.0,
    000105_000.png
    As you can see at the yellow cube there is a part of the reflection which is transparent as it is desired. I added a red arc to this area.
    When I change the reflectivity this area also changes its transparency:
    Code:
    "refr_ior" 1.05,		
    "reflectivity" 0.7,
    000105_07.png


    But the area depicted by the yellow arc never changes. And when I increase the IOR this area grows.
    Code:
    "refr_ior" 1.03,
    "reflectivity" 0.69,
    000105_003.png
    Code:
    "refr_ior" 1.07,
    "reflectivity" 0.69,
    000105_007.png

    Why is there this intransparent area that grows with IOR?
    What I need in the end is an IOR of 1.3, at this value the transparent area is not there anymore.

  10. #10
    Join Date
    Mar 2011
    Posts
    76

    Default

    Why is there this intransparent area that grows with IOR?
    well, the path of the refraction rays changes. it just returns other color.

    are you aware about reflection/refraction trace depths and cutoff threshold? this can greatly decrease the amount of reflection/refraction rays resulting in loss of energy (i presume).
    check this options:
    refl_depth
    refl_cutoff
    skip_inside_refl
    refr_depth
    refr_cutoff

    and trace depths in rendering options. it require a big depth for highly transparent and reflective materials.

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