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I was trying to see how glass refracts light. I set up a scene with a conical light source facing a wall with a pane of glass in-between.

Direct conical light on a wall

Theoretically, the glass plane should refract to show an illumination on the screen (wall) with a lesser area. The schematic of the same is shown below. enter image description here However, Blender goes the other way and increases the area illuminated on the screen. This is not a physically accurate render for refraction. Am I doing anything wrong?

Refraction of the same conical light with a flat glass pane. Cycles renderer is spreading out the light. This is not how a flat pane of glass refracts light.

I have set up the node for the glass pane material as follows: Material setup

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  • $\begingroup$ Transmission 80?? $\endgroup$ Commented Jun 8, 2022 at 15:45
  • $\begingroup$ Well, I just assumed glass would transmit about 80% of the light. However, even at 95% transmission, the result is qualitatively the same. $\endgroup$
    – kichapps
    Commented Jun 8, 2022 at 16:18
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    $\begingroup$ It's a 0-1 scale :p $\endgroup$ Commented Jun 8, 2022 at 16:27
  • $\begingroup$ Oh damn! Results still look the same, oh well :/ $\endgroup$
    – kichapps
    Commented Jun 8, 2022 at 18:28
  • $\begingroup$ I'm gonna say this is just another case of crappy caustics in cycles (fixed soon?). I have a number of posts on glass, here's a post with a bunch of info and testing, and a potential solution for you at the bottom - blender.stackexchange.com/questions/219303/… $\endgroup$ Commented Jun 8, 2022 at 20:46

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