The light is being reflected inside the bulb.How to fix it?

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I can't seem to find a solution for this problem
enter image description here
Is there any possible fix without affecting how the glass look like?



File:










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  • Please upload your .blend to blend-exchange.giantcowfilms.com
    – WhatAMesh
    Sep 8 at 15:30










  • Can you find it now ?
    – A NASR
    Sep 8 at 15:38










  • Yes, if no one else does I'll may have a look at it later, although it seems to me that it is expected but unwanted behaviour
    – WhatAMesh
    Sep 8 at 16:05










  • The only correct solution is to keep the reflection...
    – John Dvorak
    Sep 8 at 23:26
















up vote
5
down vote

favorite












I can't seem to find a solution for this problem
enter image description here
Is there any possible fix without affecting how the glass look like?



File:










share|improve this question









New contributor




A NASR is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.



















  • Please upload your .blend to blend-exchange.giantcowfilms.com
    – WhatAMesh
    Sep 8 at 15:30










  • Can you find it now ?
    – A NASR
    Sep 8 at 15:38










  • Yes, if no one else does I'll may have a look at it later, although it seems to me that it is expected but unwanted behaviour
    – WhatAMesh
    Sep 8 at 16:05










  • The only correct solution is to keep the reflection...
    – John Dvorak
    Sep 8 at 23:26












up vote
5
down vote

favorite









up vote
5
down vote

favorite











I can't seem to find a solution for this problem
enter image description here
Is there any possible fix without affecting how the glass look like?



File:










share|improve this question









New contributor




A NASR is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.











I can't seem to find a solution for this problem
enter image description here
Is there any possible fix without affecting how the glass look like?



File:







rendering light






share|improve this question









New contributor




A NASR is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.











share|improve this question









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A NASR is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.









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share|improve this question








edited Sep 8 at 15:37





















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asked Sep 8 at 15:23









A NASR

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283




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A NASR is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






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Check out our Code of Conduct.











  • Please upload your .blend to blend-exchange.giantcowfilms.com
    – WhatAMesh
    Sep 8 at 15:30










  • Can you find it now ?
    – A NASR
    Sep 8 at 15:38










  • Yes, if no one else does I'll may have a look at it later, although it seems to me that it is expected but unwanted behaviour
    – WhatAMesh
    Sep 8 at 16:05










  • The only correct solution is to keep the reflection...
    – John Dvorak
    Sep 8 at 23:26
















  • Please upload your .blend to blend-exchange.giantcowfilms.com
    – WhatAMesh
    Sep 8 at 15:30










  • Can you find it now ?
    – A NASR
    Sep 8 at 15:38










  • Yes, if no one else does I'll may have a look at it later, although it seems to me that it is expected but unwanted behaviour
    – WhatAMesh
    Sep 8 at 16:05










  • The only correct solution is to keep the reflection...
    – John Dvorak
    Sep 8 at 23:26















Please upload your .blend to blend-exchange.giantcowfilms.com
– WhatAMesh
Sep 8 at 15:30




Please upload your .blend to blend-exchange.giantcowfilms.com
– WhatAMesh
Sep 8 at 15:30












Can you find it now ?
– A NASR
Sep 8 at 15:38




Can you find it now ?
– A NASR
Sep 8 at 15:38












Yes, if no one else does I'll may have a look at it later, although it seems to me that it is expected but unwanted behaviour
– WhatAMesh
Sep 8 at 16:05




Yes, if no one else does I'll may have a look at it later, although it seems to me that it is expected but unwanted behaviour
– WhatAMesh
Sep 8 at 16:05












The only correct solution is to keep the reflection...
– John Dvorak
Sep 8 at 23:26




The only correct solution is to keep the reflection...
– John Dvorak
Sep 8 at 23:26










3 Answers
3






active

oldest

votes

















up vote
3
down vote



accepted










To implement this, you just have to ensure that the light from the filament is not bouncing off or interacting with too many surfaces (in technical terms 'bounces').In our case, if the light from the filament comes through the front of the bulb, it means the emission ray from the filament is converted to transmission ray (at the front portion of bulb) and reaches camera. Which means 2 bounces. But in the case of the additional reflections, the bounces are more.



So all we have to do is, make the rays which have more than 2 bounces invisible. We can get this bounce information from 'Ray depth' of 'Light path' node.




Ray Depth is the Number of times the ray has “bounced”, i.e. been reflected
or transmitted on interaction with a surface.




In material node editor, Shift+A and Input>Light path. Also, we can get the 'greater than' operation from math node. Shift+A, Converter>Math and change the operation in the drop down menu to 'greater than'.



Check out the following node setup for emission material of the filament.You can do the same for the rest of the materials that are getting reflected.



enter image description here






share|improve this answer






















  • That's what i was looking for. Thank you so much.
    – A NASR
    Sep 8 at 18:17











  • Happy to help :)
    – Teja
    Sep 8 at 18:20

















up vote
1
down vote













You could try this setup, which is very similar to @Teja's but will not restrict the total bounces in the same way. In this scene, the bulb is seen in a mirror.



enter image description here



This says:'I dont want to hear from the element if its asked by a ray whose transmission depth is greater than 2, or it's being asked for a reflection'



Without the fix:



enter image description here



With the fix:



enter image description here



..but it's still not perfect.. if you looked at your bulb through a window, its filament would disappear.






share|improve this answer





























    up vote
    0
    down vote













    It is Physically Right. Glass always reflect a little bit Reflection, Anyways here's a trick:



    Use A Refraction BSDF instead of Glass BSDF.



    enter image description here
    Here's the Render:



    enter image description here



    Unrelated: I checked your Metal Shader, you added diffuse to it. Metal is 100% Gloss



    Check: Blender Guru Tutorial For Metals






    share|improve this answer




















    • Thank you .I have already tried using the "Refraction BSDF" but its not as good as the glass.
      – A NASR
      Sep 8 at 16:51










    • Results are same I think (except Reflection), Anyway That's the Solution.
      – Shehroz Khan
      Sep 8 at 16:54










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    3 Answers
    3






    active

    oldest

    votes








    3 Answers
    3






    active

    oldest

    votes









    active

    oldest

    votes






    active

    oldest

    votes








    up vote
    3
    down vote



    accepted










    To implement this, you just have to ensure that the light from the filament is not bouncing off or interacting with too many surfaces (in technical terms 'bounces').In our case, if the light from the filament comes through the front of the bulb, it means the emission ray from the filament is converted to transmission ray (at the front portion of bulb) and reaches camera. Which means 2 bounces. But in the case of the additional reflections, the bounces are more.



    So all we have to do is, make the rays which have more than 2 bounces invisible. We can get this bounce information from 'Ray depth' of 'Light path' node.




    Ray Depth is the Number of times the ray has “bounced”, i.e. been reflected
    or transmitted on interaction with a surface.




    In material node editor, Shift+A and Input>Light path. Also, we can get the 'greater than' operation from math node. Shift+A, Converter>Math and change the operation in the drop down menu to 'greater than'.



    Check out the following node setup for emission material of the filament.You can do the same for the rest of the materials that are getting reflected.



    enter image description here






    share|improve this answer






















    • That's what i was looking for. Thank you so much.
      – A NASR
      Sep 8 at 18:17











    • Happy to help :)
      – Teja
      Sep 8 at 18:20














    up vote
    3
    down vote



    accepted










    To implement this, you just have to ensure that the light from the filament is not bouncing off or interacting with too many surfaces (in technical terms 'bounces').In our case, if the light from the filament comes through the front of the bulb, it means the emission ray from the filament is converted to transmission ray (at the front portion of bulb) and reaches camera. Which means 2 bounces. But in the case of the additional reflections, the bounces are more.



    So all we have to do is, make the rays which have more than 2 bounces invisible. We can get this bounce information from 'Ray depth' of 'Light path' node.




    Ray Depth is the Number of times the ray has “bounced”, i.e. been reflected
    or transmitted on interaction with a surface.




    In material node editor, Shift+A and Input>Light path. Also, we can get the 'greater than' operation from math node. Shift+A, Converter>Math and change the operation in the drop down menu to 'greater than'.



    Check out the following node setup for emission material of the filament.You can do the same for the rest of the materials that are getting reflected.



    enter image description here






    share|improve this answer






















    • That's what i was looking for. Thank you so much.
      – A NASR
      Sep 8 at 18:17











    • Happy to help :)
      – Teja
      Sep 8 at 18:20












    up vote
    3
    down vote



    accepted







    up vote
    3
    down vote



    accepted






    To implement this, you just have to ensure that the light from the filament is not bouncing off or interacting with too many surfaces (in technical terms 'bounces').In our case, if the light from the filament comes through the front of the bulb, it means the emission ray from the filament is converted to transmission ray (at the front portion of bulb) and reaches camera. Which means 2 bounces. But in the case of the additional reflections, the bounces are more.



    So all we have to do is, make the rays which have more than 2 bounces invisible. We can get this bounce information from 'Ray depth' of 'Light path' node.




    Ray Depth is the Number of times the ray has “bounced”, i.e. been reflected
    or transmitted on interaction with a surface.




    In material node editor, Shift+A and Input>Light path. Also, we can get the 'greater than' operation from math node. Shift+A, Converter>Math and change the operation in the drop down menu to 'greater than'.



    Check out the following node setup for emission material of the filament.You can do the same for the rest of the materials that are getting reflected.



    enter image description here






    share|improve this answer














    To implement this, you just have to ensure that the light from the filament is not bouncing off or interacting with too many surfaces (in technical terms 'bounces').In our case, if the light from the filament comes through the front of the bulb, it means the emission ray from the filament is converted to transmission ray (at the front portion of bulb) and reaches camera. Which means 2 bounces. But in the case of the additional reflections, the bounces are more.



    So all we have to do is, make the rays which have more than 2 bounces invisible. We can get this bounce information from 'Ray depth' of 'Light path' node.




    Ray Depth is the Number of times the ray has “bounced”, i.e. been reflected
    or transmitted on interaction with a surface.




    In material node editor, Shift+A and Input>Light path. Also, we can get the 'greater than' operation from math node. Shift+A, Converter>Math and change the operation in the drop down menu to 'greater than'.



    Check out the following node setup for emission material of the filament.You can do the same for the rest of the materials that are getting reflected.



    enter image description here







    share|improve this answer














    share|improve this answer



    share|improve this answer








    edited Sep 9 at 5:31

























    answered Sep 8 at 18:15









    Teja

    48127




    48127











    • That's what i was looking for. Thank you so much.
      – A NASR
      Sep 8 at 18:17











    • Happy to help :)
      – Teja
      Sep 8 at 18:20
















    • That's what i was looking for. Thank you so much.
      – A NASR
      Sep 8 at 18:17











    • Happy to help :)
      – Teja
      Sep 8 at 18:20















    That's what i was looking for. Thank you so much.
    – A NASR
    Sep 8 at 18:17





    That's what i was looking for. Thank you so much.
    – A NASR
    Sep 8 at 18:17













    Happy to help :)
    – Teja
    Sep 8 at 18:20




    Happy to help :)
    – Teja
    Sep 8 at 18:20












    up vote
    1
    down vote













    You could try this setup, which is very similar to @Teja's but will not restrict the total bounces in the same way. In this scene, the bulb is seen in a mirror.



    enter image description here



    This says:'I dont want to hear from the element if its asked by a ray whose transmission depth is greater than 2, or it's being asked for a reflection'



    Without the fix:



    enter image description here



    With the fix:



    enter image description here



    ..but it's still not perfect.. if you looked at your bulb through a window, its filament would disappear.






    share|improve this answer


























      up vote
      1
      down vote













      You could try this setup, which is very similar to @Teja's but will not restrict the total bounces in the same way. In this scene, the bulb is seen in a mirror.



      enter image description here



      This says:'I dont want to hear from the element if its asked by a ray whose transmission depth is greater than 2, or it's being asked for a reflection'



      Without the fix:



      enter image description here



      With the fix:



      enter image description here



      ..but it's still not perfect.. if you looked at your bulb through a window, its filament would disappear.






      share|improve this answer
























        up vote
        1
        down vote










        up vote
        1
        down vote









        You could try this setup, which is very similar to @Teja's but will not restrict the total bounces in the same way. In this scene, the bulb is seen in a mirror.



        enter image description here



        This says:'I dont want to hear from the element if its asked by a ray whose transmission depth is greater than 2, or it's being asked for a reflection'



        Without the fix:



        enter image description here



        With the fix:



        enter image description here



        ..but it's still not perfect.. if you looked at your bulb through a window, its filament would disappear.






        share|improve this answer














        You could try this setup, which is very similar to @Teja's but will not restrict the total bounces in the same way. In this scene, the bulb is seen in a mirror.



        enter image description here



        This says:'I dont want to hear from the element if its asked by a ray whose transmission depth is greater than 2, or it's being asked for a reflection'



        Without the fix:



        enter image description here



        With the fix:



        enter image description here



        ..but it's still not perfect.. if you looked at your bulb through a window, its filament would disappear.







        share|improve this answer














        share|improve this answer



        share|improve this answer








        edited Sep 8 at 20:36

























        answered Sep 8 at 20:17









        Robin Betts

        3,2931623




        3,2931623




















            up vote
            0
            down vote













            It is Physically Right. Glass always reflect a little bit Reflection, Anyways here's a trick:



            Use A Refraction BSDF instead of Glass BSDF.



            enter image description here
            Here's the Render:



            enter image description here



            Unrelated: I checked your Metal Shader, you added diffuse to it. Metal is 100% Gloss



            Check: Blender Guru Tutorial For Metals






            share|improve this answer




















            • Thank you .I have already tried using the "Refraction BSDF" but its not as good as the glass.
              – A NASR
              Sep 8 at 16:51










            • Results are same I think (except Reflection), Anyway That's the Solution.
              – Shehroz Khan
              Sep 8 at 16:54














            up vote
            0
            down vote













            It is Physically Right. Glass always reflect a little bit Reflection, Anyways here's a trick:



            Use A Refraction BSDF instead of Glass BSDF.



            enter image description here
            Here's the Render:



            enter image description here



            Unrelated: I checked your Metal Shader, you added diffuse to it. Metal is 100% Gloss



            Check: Blender Guru Tutorial For Metals






            share|improve this answer




















            • Thank you .I have already tried using the "Refraction BSDF" but its not as good as the glass.
              – A NASR
              Sep 8 at 16:51










            • Results are same I think (except Reflection), Anyway That's the Solution.
              – Shehroz Khan
              Sep 8 at 16:54












            up vote
            0
            down vote










            up vote
            0
            down vote









            It is Physically Right. Glass always reflect a little bit Reflection, Anyways here's a trick:



            Use A Refraction BSDF instead of Glass BSDF.



            enter image description here
            Here's the Render:



            enter image description here



            Unrelated: I checked your Metal Shader, you added diffuse to it. Metal is 100% Gloss



            Check: Blender Guru Tutorial For Metals






            share|improve this answer












            It is Physically Right. Glass always reflect a little bit Reflection, Anyways here's a trick:



            Use A Refraction BSDF instead of Glass BSDF.



            enter image description here
            Here's the Render:



            enter image description here



            Unrelated: I checked your Metal Shader, you added diffuse to it. Metal is 100% Gloss



            Check: Blender Guru Tutorial For Metals







            share|improve this answer












            share|improve this answer



            share|improve this answer










            answered Sep 8 at 16:40









            Shehroz Khan

            387113




            387113











            • Thank you .I have already tried using the "Refraction BSDF" but its not as good as the glass.
              – A NASR
              Sep 8 at 16:51










            • Results are same I think (except Reflection), Anyway That's the Solution.
              – Shehroz Khan
              Sep 8 at 16:54
















            • Thank you .I have already tried using the "Refraction BSDF" but its not as good as the glass.
              – A NASR
              Sep 8 at 16:51










            • Results are same I think (except Reflection), Anyway That's the Solution.
              – Shehroz Khan
              Sep 8 at 16:54















            Thank you .I have already tried using the "Refraction BSDF" but its not as good as the glass.
            – A NASR
            Sep 8 at 16:51




            Thank you .I have already tried using the "Refraction BSDF" but its not as good as the glass.
            – A NASR
            Sep 8 at 16:51












            Results are same I think (except Reflection), Anyway That's the Solution.
            – Shehroz Khan
            Sep 8 at 16:54




            Results are same I think (except Reflection), Anyway That's the Solution.
            – Shehroz Khan
            Sep 8 at 16:54










            A NASR is a new contributor. Be nice, and check out our Code of Conduct.









             

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