The light is being reflected inside the bulb.How to fix it?
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up vote
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down vote
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I can't seem to find a solution for this problem
Is there any possible fix without affecting how the glass look like?
File:
rendering light
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.
add a comment |Â
up vote
5
down vote
favorite
I can't seem to find a solution for this problem
Is there any possible fix without affecting how the glass look like?
File:
rendering light
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
add a comment |Â
up vote
5
down vote
favorite
up vote
5
down vote
favorite
I can't seem to find a solution for this problem
Is there any possible fix without affecting how the glass look like?
File:
rendering light
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
Is there any possible fix without affecting how the glass look like?
File:
rendering light
rendering light
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.
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.
edited Sep 8 at 15:37
New contributor
A NASR is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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asked Sep 8 at 15:23
A NASR
283
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.
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.
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
add a comment |Â
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
add a comment |Â
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 “bouncedâ€Â, 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.
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
add a comment |Â
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.
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:
With the fix:
..but it's still not perfect.. if you looked at your bulb through a window, its filament would disappear.
add a comment |Â
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.
Here's the Render:
Unrelated: I checked your Metal Shader, you added diffuse to it. Metal is 100% Gloss
Check: Blender Guru Tutorial For Metals
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
add a comment |Â
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 “bouncedâ€Â, 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.
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
add a comment |Â
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 “bouncedâ€Â, 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.
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
add a comment |Â
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 “bouncedâ€Â, 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.
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 “bouncedâ€Â, 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.
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
add a comment |Â
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
add a comment |Â
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.
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:
With the fix:
..but it's still not perfect.. if you looked at your bulb through a window, its filament would disappear.
add a comment |Â
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.
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:
With the fix:
..but it's still not perfect.. if you looked at your bulb through a window, its filament would disappear.
add a comment |Â
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.
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:
With the fix:
..but it's still not perfect.. if you looked at your bulb through a window, its filament would disappear.
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.
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:
With the fix:
..but it's still not perfect.. if you looked at your bulb through a window, its filament would disappear.
edited Sep 8 at 20:36
answered Sep 8 at 20:17


Robin Betts
3,2931623
3,2931623
add a comment |Â
add a comment |Â
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.
Here's the Render:
Unrelated: I checked your Metal Shader, you added diffuse to it. Metal is 100% Gloss
Check: Blender Guru Tutorial For Metals
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
add a comment |Â
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.
Here's the Render:
Unrelated: I checked your Metal Shader, you added diffuse to it. Metal is 100% Gloss
Check: Blender Guru Tutorial For Metals
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
add a comment |Â
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.
Here's the Render:
Unrelated: I checked your Metal Shader, you added diffuse to it. Metal is 100% Gloss
Check: Blender Guru Tutorial For Metals
It is Physically Right. Glass always reflect a little bit Reflection, Anyways here's a trick:
Use A Refraction BSDF instead of Glass BSDF.
Here's the Render:
Unrelated: I checked your Metal Shader, you added diffuse to it. Metal is 100% Gloss
Check: Blender Guru Tutorial For Metals
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
add a comment |Â
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
add a comment |Â
A NASR is a new contributor. Be nice, and check out our Code of Conduct.
A NASR is a new contributor. Be nice, and check out our Code of Conduct.
A NASR is a new contributor. Be nice, and check out our Code of Conduct.
A NASR is a new contributor. Be nice, and check out our Code of Conduct.
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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