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Rendering with Arnold in CINEMA 4D using the C4DtoA plug-in.
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Glass reflection in water unrealistically bright

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Message 1 of 11
lieshtenth
351 Views, 10 Replies

Glass reflection in water unrealistically bright

07.jpgI'm rendering a glass pavilion on water. Some glass panels of 2 cm thickness using a pretty standard glass material. The water surface material is pretty standard too. The sky uses an HDRI. The problem: the reflection of all the glass in the water (and on the reflective stone surfaces) is much brighter than the direct reflection of the sky. It's not a matter of the glass having an angle hitting the brighter part of the sky. I try rendering at different angles, and the glass always has a brighter reflection in the water. The indirect specular AOV comes out very bright.

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10 REPLIES 10
Message 2 of 11
lee_griggs
in reply to: lieshtenth

Is caustics enabled for the glass?

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 3 of 11
lieshtenth
in reply to: lee_griggs

Not for this rendering. But I tried turning caustics on and it doesn't solve the problem.
Message 4 of 11
lee_griggs
in reply to: lee_griggs

Can you post your render settings, shader settings, and/or even a simplified scene somewhere?
Lee Griggs
Arnold rendering specialist
AUTODESK
Message 5 of 11
lieshtenth
in reply to: lee_griggs

screenshot.pngscreenshot-2.png

Here's my settings.

C4D file simplified:

https://we.tl/t-5Wt466IrU1

Message 6 of 11
lee_griggs
in reply to: lieshtenth

You seem to have two layers of water which seem to be multiplying the reflections. Hiding the water plane fixed it.

1627567925153.png

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 7 of 11
lieshtenth
in reply to: lee_griggs

Doesn't fix. The reflection of the glass on the floor surface is also very bright. Which is not related to the water. Only if I apply an opaque (or much less transmissive) material to the glass, the reflection seems to look natural. But the rendering needs typical transparent glass.
Message 8 of 11
lee_griggs
in reply to: lieshtenth

You could reduce indirect_specular for the floor shader.

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 9 of 11
lieshtenth
in reply to: lieshtenth

Fixed the problem by replacing the Arnold sky with a manually modeled dome with an emissive material. Arnold doesn't use Sky as a light source to calculate rays.

Message 10 of 11
lee_griggs
in reply to: lieshtenth

Glad it works. Did you try the skydome_light?
Lee Griggs
Arnold rendering specialist
AUTODESK
Message 11 of 11
lieshtenth
in reply to: lee_griggs

That doesn't work

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