Netherlands
Joined: Apr 8, 2022
Post Count: 1366
Status:
Offline
Re: Light refraction and mirror effect rendering.
Exporting rooms is a little different than with other objects. With only one level and elevation left at 0 a room has only one face (or two if a ceiling is included) if there are no extra levels. This is because a room "sinks" into the level below. If there is no level below there is just a single flat face.
If you want to export a room that has a thickness >0 just add a level -1 below level 0 and uncheck the ceiling display of the room. Unchecking the ceiling is important because otherwise export will generate a separate face at wall height above the floor. After export/import you can adjust the thickness so no need to set a floor thickness before export.
But I divided it into 4 parts, in order I can build greenhouses of different lenght: 2 parts for the metal skeleton, and 2 parts for the plastic cover.
That's what I did too, a single part open on both ends and a part closed on one side with doors that can be used as the ends for a row of open parts. See the files I made available.
---------------------------------------- Dodecagon.nl 1000+ 3D models, manuals, and projects
----------------------------------------
[Edit 1 times,
last edit by Keet at Oct 3, 2023, 6:21:46 PM]
Joined: Sep 11, 2023
Post Count: 25
Status:
Offline
Re: Light refraction and mirror effect rendering.
I had a look at the greenhouse you designed, it is a great work.
With my 3D model, I still have a too much mirror effect on the surfaces.
When the surface faces the camera, perpendicular to the camera direction, there is a few mirror effect. But the more the surface is mear to be parallel to the camera direction, the more there is a mirror effect.
I tried to set d value to 1.0, and there was no mirror effect at all. But, for a d value of 0.99, there is the mirror effect.
Since I've briefly looked into this before, let me tell you about it This is supposed to be a bug in the JAVA rendering engine. it triggers when the view angle is large. First of all, this rendering engine doesn't support many parameters in .mtl. It only supports the most basic 3 parameters, so no matter how you change them in .mtl, it will be the same. The D parameter inside .mtl has to be as low as 0.1 to have any effect. And the same problem of incorrect refraction
To solve this problem is not difficult, there is a simple way: replace the default glass color with a translucent solid color texture. The downside is that the throughput is greatly reduced, which requires adding a few times the brightness of the light. I hope that the official feature of "replacing the default glass color with a solid color texture" will be added.